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Authors: Sebastian Arnold ; Jun Fujima and Klaus P. Jantke

Affiliation: Fraunhofer Institute for Digital Media Technology, Germany

ISBN: 978-989-8565-53-2

Keyword(s): Game Based Learning, Game based Training, Storyboarding, Staff Training, Disaster Management.

Related Ontology Subjects/Areas/Topics: Artificial Intelligence ; Biomedical Engineering ; Biomedical Signal Processing ; Computational Intelligence ; Computer-Supported Education ; Domain Applications and Case Studies ; e-Learning ; Fuzzy Systems ; Health Engineering and Technology Applications ; Human-Computer Interaction ; Industrial, Financial and Medical Applications ; Instructional Design ; Learning/Teaching Methodologies and Assessment ; Methodologies and Methods ; Neural Networks ; Neurocomputing ; Neurotechnology, Electronics and Informatics ; Pattern Recognition ; Physiological Computing Systems ; Sensor Networks ; Signal Processing ; Soft Computing ; Theory and Methods

Abstract: Beyond the limits of conventional media such as motion picture and theater dominating the passed centuries, storyboarding means the design of interaction to meet anticipated affective and effective human experience. Storyboarding plays a key role in research and applications in areas such as interactive digital storytelling, but in e-learning, in general, and in game based learning, in particular, there shows an enormous deficiency. There is abundant evidence for the need of establishing storyboarding in the design of game based learning. Large-scale training applications reaching thousands of trainees in operation are particularly demanding. A certain game developed and implemented for training of staff in disaster management demonstrates the inevitability of storyboarding as a key technology of design supporting adaptive system behavior, in particular. Storyboards are digital objects within a systematic design and development process. Storyboarding supports the completeness and corr ectness of the design. Visual features of a storyboard allow for checking different balances such as the one between learning about a human learner and adapting to the learner’s individual needs, desires, and preferences. Furthermore, storyboards allow for an intuitive editing of the interaction scenario. (More)

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Paper citation in several formats:
Arnold, S.; Fujima, J. and P. Jantke, K. (2013). Storyboarding Serious Games for Large-scale Training Applications.In Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU, ISBN 978-989-8565-53-2, pages 651-655. DOI: 10.5220/0004415606510655

@conference{csedu13,
author={Sebastian Arnold. and Jun Fujima. and Klaus P. Jantke.},
title={Storyboarding Serious Games for Large-scale Training Applications},
booktitle={Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU,},
year={2013},
pages={651-655},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0004415606510655},
isbn={978-989-8565-53-2},
}

TY - CONF

JO - Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU,
TI - Storyboarding Serious Games for Large-scale Training Applications
SN - 978-989-8565-53-2
AU - Arnold, S.
AU - Fujima, J.
AU - P. Jantke, K.
PY - 2013
SP - 651
EP - 655
DO - 10.5220/0004415606510655

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