Interactive storytelling: (Record no. 7446)

MARC details
000 -LEADER
fixed length control field 06047nam a22002657a 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20241215144751.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 241215b |||||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781032371641
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 808.5430285
Item number PIZ
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Pizzo, Antonio
245 ## - TITLE STATEMENT
Title Interactive storytelling:
Remainder of title a cross-media approach to writing, producing and editing with AI
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Name of publisher, distributor, etc. Routledge
Place of publication, distribution, etc. New York
Date of publication, distribution, etc. 2024
300 ## - PHYSICAL DESCRIPTION
Extent xv, 178 p.
365 ## - TRADE PRICE
Price type code GBP
Price amount 33.99
500 ## - GENERAL NOTE
General note Table of content:<br/>Acknowledgments<br/><br/>Preface<br/><br/>Where to start?<br/><br/>How this volume is organized<br/><br/>Chapter 1: Introduction<br/><br/>1.1 Preliminary definitions<br/><br/>1.1.1 The fascination for interactivity<br/><br/>1.1.2 Digital, virtual, interactive<br/><br/>1.1.3 Interacting, participating, collaborating<br/><br/>1.2 Telling stories through actions<br/><br/>1.2.1 Dramatic media<br/><br/>1.2.2 Actions and events<br/><br/>1.2.3 Dramatic action<br/><br/>1.2.4 Narrative action<br/><br/>1.2.5 Sequence of actions<br/><br/>1.2.6 Generating events<br/><br/>1.3 Last general issues<br/><br/>1.3.1 Author, authorship, control<br/><br/>1.3.2 Characters or stories<br/><br/>1.3.3 The field of investigation<br/><br/>1.3.4 Database, narrative and video contents<br/><br/>1.3.5 Delimiting the field<br/><br/>1.4 A general model of analysis<br/><br/>Chapter 2 - Dynamic Elements: the Units<br/><br/>2.1. What are the units<br/><br/>2.2 The logical relationship between the units<br/><br/>2.3 Organising the Multilinear Project<br/><br/>2.4. What separates the units<br/><br/>2.5. Tagging the units: metadata<br/><br/>2.6 Exercises<br/><br/>2.6.1 The flow chart of dynamic elements<br/><br/>2.6.2 The user actions<br/><br/>Chapter 3 - Dynamic elements: the Agents<br/><br/>3.1 Agents and audience<br/><br/>3.2 Intelligent agents<br/><br/>3.2.1 Planning as improvisation<br/><br/>3.2.2 Planning as directing<br/><br/>3.2.3 Scripting as planning<br/><br/>3.3 Emotions and agents<br/><br/>3.3.1 The (mental) reality of emotions<br/><br/>3.3.2 The social component of emotions<br/><br/>3.3.3 Emotions as a behavioural drive<br/><br/>3.4 Exercises<br/><br/>3.4.1 Describing the state of the world<br/><br/>3.4.2 Writing the actions<br/><br/>3.4.3 Writing Preconditions and Effects<br/><br/>3.4.4 Simulating the execution<br/><br/>3.4.5 Starting from the goal state<br/><br/>3.4.6 Reusing the plan<br/><br/>Chapter 4 - Display: audience, system, emotions<br/><br/>4.1 Participation<br/><br/>4.1.1 Narratology vs Ludology<br/><br/>4.1.2. Interaction vs Narration<br/><br/>4.1.3. Balancing the agency<br/><br/>4.1.4. Intensity of process<br/><br/>4.1.5. User’s action<br/><br/>4.1.6. Intelligible actions<br/><br/>4.2 Writing the interaction through the units<br/><br/>4.2.1. Interaction by navigating the map<br/><br/>4.2.2. Interaction by dialogues and behaviours<br/><br/>4.2.3. Interaction by physical actions<br/><br/>4.3 Emotions in computational systems<br/><br/>4.3.1 Coding characters’ emotions<br/><br/>4.3.2 The emotions of the audience<br/><br/>4.4. Cross media contents’ communication<br/><br/>4.5 Exercises<br/><br/>Chapter 5 - Engines and systems: supporting creativity and dramatic tension<br/><br/>5.1 Systems and automation<br/><br/>5.2 System classification<br/><br/>5.3 Fully manual authorship<br/><br/>5.4 Manually authored database and automation for plot generation<br/><br/>5.4.1 Plot grammars<br/><br/>5.4.2 Constraints on plot generation<br/><br/>5.4.3 Planning for plot generation<br/><br/>5.4.4 Plot generation based on dramatic tension<br/><br/>5.5 Database and automation<br/><br/>5.6 Emergent narratives: joint automation of plot and database<br/><br/>5.6.1 Constraints on the plot and modifications of database elements<br/><br/>5.6.2 Plot and database modelled with constraints<br/><br/>5.6.3 Full plot automation and database simulation<br/><br/>5.7 General Considerations on Storytelling Systems<br/><br/>5.8 Exercises<br/><br/>5.8.1 The form to the story, or the application of a template<br/><br/>5.8.2 The constrained plot generation: preconditions and effects annotation<br/><br/>5.8.3 The dramatic tension of the story<br/><br/>Chapter 6. Examples to know<br/><br/>6.1. 1966: Eliza<br/><br/>6.2. 1976: Adventure<br/><br/>6.3. 1978: Aspen Movie Map<br/><br/>6.4. 1987: Afternoon a story<br/><br/>6.5. 1987: City in transition: New Orleans 1983-86<br/><br/>6.6 1911: Angels<br/><br/>6.7 1993: Myst<br/><br/>6.8 1996: Pokémon<br/><br/>6.9 1999. Desert rain<br/><br/>6.10 2001:Can you see me now?<br/><br/>6.11 2003: Facade<br/><br/>6.12 2005: FearNot!<br/><br/>6.13 2006: DramaTour<br/><br/>6.14 2012: The Walking Dead<br/><br/>6.15 2013: Nothing for Dinner<br/><br/>6.16 2018:. Black mirror Bandersnatch<br/><br/>61.7 2029: The Invisible Guardian<br/><br/>6.18 2020: Down the Rabbit Hole<br/><br/>[https://www.routledge.com/Interactive-Storytelling-A-Cross-Media-Approach-to-Writing-Producing-and-Editing-with-AI/Pizzo-Lombardo-Damiano/p/book/9781032371641]
520 ## - SUMMARY, ETC.
Summary, etc. Taking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.<br/><br/>Merging algorithmic and AI approaches with basic writing technique, the authors begin by providing a brief history of the field before moving on to practical step-by-step guides on techniques, models and software architectures. Examples and exercises are drawn from free-to-access, purpose-built software created by the authors as well as exemplary interactive storytelling work. Assuming the perspective of the storyteller and focusing on elements shared across different fields of professional communication, the book is designed to be a primer for digital communicators, irrespective of the medium they are working with. As such, the methods provided will be applicable across the spectrum of TV, film, videogames, web and mobile storytelling.<br/><br/>Interactive Storytelling is recommended reading for professionals as well as advanced undergraduate and postgraduate students of interactive entertainment, multimedia design and production, and digital journalism.<br/>(https://www.routledge.com/Interactive-Storytelling-A-Cross-Media-Approach-to-Writing-Producing-and-Editing-with-AI/Pizzo-Lombardo-Damiano/p/book/9781032371641)
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Storytelling in mass media
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Digital storytelling
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Authorship-Data processing
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Interactive multimedia
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Artificial intelligence
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Lombardo, Vincenzo
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Damiano, Rossana
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Book
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    Dewey Decimal Classification     Business Communication 579/24-25 18-11-2024 Indian Institute of Management LRC Indian Institute of Management LRC General Stacks 12/17/2024 T V Enterprises 2554.01   808.5430285 PIZ 006770 12/17/2024 1 3929.24 12/17/2024 Book

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