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Interacting with stories

Published: 05 November 2009 Publication History

Abstract

In todays media-saturated world, students are consuming media both actively and passively. To facilitate active interaction with media, we address a specific kind of audiovisual media interaction in which we call a hyper-drama. We address hyper-drama interaction preferences across two age groups: grades one to five and grades 6 to 9. These hyper-drama interactions include a token on a horizontal display versus mouse on a desktop display for story navigation, desktop display versus tablet display for scene viewing, and virtual buttons versus speech for character interaction and decision making within the hyper-drama. We conducted a within-subjects pilot study to evaluate these interaction techniques.

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Cited By

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  • (2016)A gaze-based learning analytics modelProceedings of the Sixth International Conference on Learning Analytics & Knowledge10.1145/2883851.2883902(417-421)Online publication date: 25-Apr-2016

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Stewart Mark Godwin

Today's youth live in a media-saturated environment and spend a considerable amount of time using electronic communication systems. The basis of this research is the use of hyper-drama in education, to engage children as active participants. "A hyper-drama is a kind of hyper narrative," where students navigate through an audio-visual animated story. More specifically, Robinson et al. investigate student interactions with hyper-drama, including how these interactions affect the process of imagination. The use of multi-threaded stories, where each node contains a story fragment, allows students to experience multiple pathways through the hyper-drama. The research uses two groups of students: one group consists of students in grades 1 to 5, and a second group consists of students in grades 6 to 9. The hyper-drama is delivered on two different hardware platforms: a tablet personal computer (PC) and a standard desktop PC. A comparison of the two interfaces' interaction types yields the following results: the students in grades 1 to 5 prefer the desktop PC, with a mouse and keyboard, while the older students adapt to the tablet PC with less trouble. The students use speech recognition software and character animations to interact with the story and navigate through the program's various pathways. The overall results are inconclusive; further research, with a larger group of students, will reveal clearer behavior patterns. The only significant finding is that both groups prefer using speech to command the computer actions, rather than a mouse or keyboard. Online Computing Reviews Service

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cover image ACM Conferences
WOCCI '09: Proceedings of the 2nd Workshop on Child, Computer and Interaction
November 2009
111 pages
ISBN:9781605586908
DOI:10.1145/1640377
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 05 November 2009

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  1. hyper-drama
  2. interaction techniques
  3. storytelling

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  • (2016)A gaze-based learning analytics modelProceedings of the Sixth International Conference on Learning Analytics & Knowledge10.1145/2883851.2883902(417-421)Online publication date: 25-Apr-2016

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