890 resultados para Interactive guides
Resumo:
In much of the previous research into the field of interactive storytelling, the focus has been on the creation of complete systems, then evaluating the performance of those systems based on user experience. Less focus has been placed on finding general solutions to problems that manifest in many different types of interactive storytelling systems. The goal of this thesis was to identify potential candidates for metrics that a system could use to predict player behavior or how players experience the story they are presented with, and to put these metrics to an empirical test. The three metrics that were used were morality, relationships and conflict. The game used for user testing of the metrics, Regicide is an interactive storytelling experience that was created in conjunction with Eero Itkonen. Data, in the forms of internal system data and survey answers, collected through user testing, was used to evaluate hypotheses for each metric. Out of the three chosen metrics, morality performed the best in this study. Though further research and refinement may be required, the results were promising, and point to the conclusion that user responses to questions of morality are a strong predictor for their choices in similar situations later on in the course of an interactive story. A similar examination for user relationships with other characters in the story did not produce promising results, but several problems were recognized in terms of methodology and further research with a better optimized system may yield different results. On the subject of conflict, several aspects, proposed by Ware et al. (2012), were evaluated separately. Results were inconclusive, with the aspect of directness showing the most promise.
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The purpose of this study was to determine the relative contributions of psychopathy and self-monitoring to the prediction of self-presentation tactics (behaviours that individuals use to manipulate their self-image). Psychopathy is composed of two main factors: Factor 1, which includes manipulativeness and shallow affect, and Factor 2, which includes irresponsibility and anti-social behaviours. Self-monitoring is a personality trait that distinguishes between those who adapt their behaviour to fit different social situations (high self-monitors) and those who behave as they feel regardless of social expectations (low selfmonitors). It was hypothesized that self-monitoring would moderate the relationship between psychopathy and self-presentation tactics. One hundred and forty-nine university students completed the Self-Monitoring Scale (Snyder, 1974), the Self-Report Psychopathy Scale - Version III (Paulhus et aI., in press), the Self-Presentation Tactics scale (Lee, S., et aI., 1999), the HEXACO-PI (a measure ofthe six major factors of personality; Lee, K., & Ashton, 2004), and six scenarios that were created as a supplementary measure of the selfpresentation tactics. Results of the hierarchical multiple regression analyses showed that self-monitoring did moderate the relationship between psychopathy and three of the selfpresentation tactics: apologies, disclaimers, and exemplification. Further, significant interactions were observed between Factor 1 and self-monitoring on apologies and the defensive tactics subscale, between Factor 2 and self-monitoring on self-handicapping, and between Factor 1 and Factor 2 on exemplification. Contrary to expectations, the main effect of self-monitoring was significant for the prediction of nine tactics, while psychopathy was significant for the prediction of seven tactics. This indicates that the role of these two personality traits in the explanation of self-presentation tactics tends to be additive in nature rather than interactive. In addition. Factor 2 alone did not account for a significant amount of variance in any of the tactics, while Factor 1 significantly predicted nine tactics. Results are discussed with regard to implications and possible directions for future research.
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Twenty-eight young women who were members of the Girl Guides of Canada as Rangers and Cadets from a convenience sample chose to participate in this case study. They were from four separate locations in Southern Ontario. The interviews and observations at unit meetings allowed an indepth look into the perceptions of leadership of these young women. The amount of time observing and interacting with each participant provided a snapshot of what they thought and how they responded to the questions asked at that particular time. Each girl responded to the question, "Are you a leader?" They then gave examples of their own leadership and described leaders they knew. Their responses are reported in relation to their definitions. Their identifications of effective and ineffective leaders were examined, as well as their views of the best and worst things a leader can do. This information is reported by unit, as some patterns in their responses emerged which were unique to each group. The responses of all of the girls to the leadership of Guiders, Rangers and Cadets and the hypothetical effect of male leaders and male Rangers in Guiding are reported. For these, the participants' views were sorted based on the common themes/ and regardless of their group affiliation, since many of the same themes emerged when examining these questions. The information collected was extensive and allowed for trends and parallels to become evident 0 All of the participants identified themselves as leaders. A diversity of views exists in their perceptions of leadership. For many, age makes a difference in leadership. The majority identified the single-sex aspect of the organization as comfortable and stated that it should remain so. Gender profoundly affects who is listened to and what opportunities are available.
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This study was undertaken in order to determine the
effects of playing computer based text adventure games on
the reading comprehension gains of students. Forty-five
grade five students from one elementary school were
randomly assigned to experimental and control groups, and
were tested with regard to ability, achievement and reading
skills. An experimental treatment, consisting of playing
computer based interactive fiction games of the student's
choice for fifteen minutes each day over an eight-week
period, was administered. A comparison treatment engaged
the control group in sustained silent reading of materials of
the student's choice for an equal period of time. Following
the experimental period all students were post-tested with an
alternate form of the pre-test in reading skills, and gain
scores were analysed. It was found that there were no
significant differences in the gain scores of the experimental
and control groups for overall reading comprehenSion, but the
experimental group showed greater gains than the control
group in the structural analysis reading sub-skill. Extreme
variance in the data made generalization very difficult, but
the findings indicated a potential for computer based
interactive fiction as a useful tool for developing reading
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Resumo:
There is a great deal of evidence to support the examination of an interactive relationship between the medium and the viewer in the interpretation of mainstream media. The exact nature of this relationship, however, is not well understood. The current study was carried out to assess the variables that may help explain why certain people interpret media, such as music videos, differently than others. Jensen's concept of reception analysis describes the relationship between the medium and the audience, and thus remains a strong focus within this study. Differences in the interpretation of music videos were investigated as a function of Absorption, gender role, screen size, age and viewing experience. Multiple regression analyses uncovered independent predictions of sexuality and violence scores by absorption and experience, as well as an interaction between absorption and screen size in the sexuality rating of the music videos.
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Dynamic logic is an extension of modal logic originally intended for reasoning about computer programs. The method of proving correctness of properties of a computer program using the well-known Hoare Logic can be implemented by utilizing the robustness of dynamic logic. For a very broad range of languages and applications in program veri cation, a theorem prover named KIV (Karlsruhe Interactive Veri er) Theorem Prover has already been developed. But a high degree of automation and its complexity make it di cult to use it for educational purposes. My research work is motivated towards the design and implementation of a similar interactive theorem prover with educational use as its main design criteria. As the key purpose of this system is to serve as an educational tool, it is a self-explanatory system that explains every step of creating a derivation, i.e., proving a theorem. This deductive system is implemented in the platform-independent programming language Java. In addition, a very popular combination of a lexical analyzer generator, JFlex, and the parser generator BYacc/J for parsing formulas and programs has been used.
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A certificate enrolling Helen Smith as a B.P. Girl Guide, 2nd Company, 17 June 1915. Three proficiency badges are marked off as achieved.
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A Canadian Girl Guides pin presented to H.K. Woodruff to commemorate his presentation of a house to the Girl Guides of St. Catharines.
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Communications présentées conjointement au 32e congrès de la Corporation des bibliothécaires professionnels du Québec (CBPQ).
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Affiliation: Margaret Cargo : Département de médecine sociale et préventive, Faculté de médecine, Université de Montréal
Resumo:
Le Réseau de recherche E-Inclusion a pour but de permettre à tous les Canadiens d’accéder au contenu informationnel de documents audiovisuels. Le thème 3 du projet, Audiovision interactive et adaptable, avait pour but d'offrir des lignes directrices à l'intention de producteurs de films et d'émissions de télévision concernant le contenu de textes d'audiovision, et de mesurer l'utilité potentielle, pour la production de textes d'audiovision à partir de mots-clés générés dans d'autres contextes.
Resumo:
Depuis l’introduction de la mécanique quantique, plusieurs mystères de la nature ont trouvé leurs explications. De plus en plus, les concepts de la mécanique quantique se sont entremêlés avec d’autres de la théorie de la complexité du calcul. De nouvelles idées et solutions ont été découvertes et élaborées dans le but de résoudre ces problèmes informatiques. En particulier, la mécanique quantique a secoué plusieurs preuves de sécurité de protocoles classiques. Dans ce m´emoire, nous faisons un étalage de résultats récents de l’implication de la mécanique quantique sur la complexité du calcul, et cela plus précisément dans le cas de classes avec interaction. Nous présentons ces travaux de recherches avec la nomenclature des jeux à information imparfaite avec coopération. Nous exposons les différences entre les théories classiques, quantiques et non-signalantes et les démontrons par l’exemple du jeu à cycle impair. Nous centralisons notre attention autour de deux grands thèmes : l’effet sur un jeu de l’ajout de joueurs et de la répétition parallèle. Nous observons que l’effet de ces modifications a des conséquences très différentes en fonction de la théorie physique considérée.
Espace et récit : l’inscription des temps dans la ville : parcours stochastiques chez Julio Cortázar
Resumo:
De la mouvance du récit contemporain fragmenté, labyrinthique, se dégage un rapport significatif entre les personnages du récit et les lieux dans lesquels ils gravitent : lieux comme figures diverses et discontinues de l’histoire et des mythes y étant inscrits. Cette construction interactive entre lieu et sujet fait intervenir l’espace comme primordial, et, ainsi, redéfinit l’importance du temps dans l’écrit. Le temps n’adviendrait plus seulement dans le « raconté », comme le suggère Ricœur, mais dans les strates successives de son inscription dans les lieux : le lieu est vécu comme art combinatoire des expériences qui s’y rattachent. C’est par le projet continuel et imparfait du sujet à se situer, plus spécifiquement ici dans la ville et dans celles auxquelles il s’identifie, que surgit l’expression du récit. À travers trois œuvres de Julio Cortázar, le temps sera pensé comme une modalité de fragments « empilables », inscrite dans les lieux signifiants, qui saura émerger au conscient par l’entremise de la porosité de la ville, de sa capacité à susciter des « sauts », des passages. Ce qui lie les espaces architectoniques et le temps qui s’y imprime au sujet qui doit se dire pour exister, mettre en récit afin d’unifier les parties discontinues de son être, émergera dans le « devenir en mouvement », superposition du récit et de l’expérience réelle, par les tropes cortazariens de l’expérimentation, jeu, passage et langage. Là surgira dans l’acte créatif une dynamique spécifique à la ville qui envahit et guide le sujet: sa singularité plurielle.
Resumo:
Nous proposons une approche semi-automatique pour la rétro-ingénierie des diagrammes de séquence d’UML. Notre approche commence par un ensemble de traces d'exécution qui sont automatiquement alignées pour déterminer le comportement commun du système. Les diagrammes de séquence sont ensuite extraits avec l’aide d’une visualisation interactive, qui permet la navigation dans les traces d'exécution et la production des opérations d'extraction. Nous fournissons une illustration concrète de notre approche avec une étude de cas, et nous montrons en particulier que nos diagrammes de séquence générés sont plus significatifs et plus compacts que ceux qui sont obtenus par les méthodes automatisées.