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Interactive Fiction: Model Development and an Example Created with DHTML and Microsoft Agent

机译:交互式小说:模型开发以及使用DHTML和Microsoft Agent创建的示例

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Interactive fiction (IF) appears to include both the adventure and role-playing games genres. However, Desilets (1999) defined interactive fiction as a "computer-based form of literature in which the reader plays the part of an important character, deciding, within limits, what action that character will take". That author argues that IF promotes student motivation, develops insights into elements of conventional literature, problem-solving skills, critical thinking and problem identification, and can be inexpensive to develop. McKee (1992) and Rieber (1996) agree that games can affect cognitive functions and motivation, and inherently stimulate curiosity (Thomas and Macredia, 1994) by including challenges and elements of fantasy, novelty and complexity (Malone, 1984; Malone and Lepper, 1987; Rivers, 1990). Educational researchers have investigated mainly two game types, simulation and adventure, as viable educational tools (Quinn, 1994, 1997; Roberts, 1976). Quinn (1994) proposed a model for the development of educationally sound games that attempted to integrate cognitive science, interface design and models of instruction. However, that theoretical model offers little practical help to guide game developers. In an attempt to formalize the relationship between educational theory, game design, play and development, we developed the Game Object Model (GOM) (Amory et al., 1999) (Fig. 1). While this model includes interfaces that create the ambiance of the game, Harrigan (1999) argues that dramatic theories (Laban, 1975; Stanislavski, 1976) could be incorporated into the design of educational software to heighten game play. The primary objective of this study was to develop an interactive fiction prototype to evaluate the use of GOM and to extend this model to include an interactive actor. Secondary objectives were to teach young people basic astronomy and to evaluate the use of Dynamic Hypertext Markup Language (DHTML) as a viable authoring tool.
机译:互动小说(IF)似乎包括冒险和角色扮演游戏类型。然而,Desilets(1999)将交互式小说定义为“一种基于计算机的文学形式,在这种形式中,读者扮演重要角色的角色,在有限的范围内决定角色将采取的行动”。那位作者认为,IF可以促进学生的学习动机,可以深入了解传统文学的元素,解决问题的能力,批判性思维和发现问题的能力,而且开发成本不高。 McKee(1992)和Rieber(1996)同意,游戏可以通过包含幻想,新颖性和复杂性的挑战和要素(Malone,1984; Malone和Lepper, 1987;里弗斯(Rivers),1990)。教育研究人员主要研究了两种游戏类型,即模拟游戏和冒险游戏,作为可行的教育工具(Quinn,1994,1997; Roberts,1976)。 Quinn(1994)提出了一种开发有教育意义的游戏的模型,该模型试图整合认知科学,界面设计和教学模型。但是,该理论模型几乎无法指导游戏开发人员。为了使教育理论,游戏设计,游戏和开发之间的关系正式化,我们开发了游戏对象模型(GOM)(Amory等,1999)(图1)。尽管此模型包括创造游戏氛围的界面,但Harrigan(1999)认为,戏剧性的理论(Laban,1975; Stanislavski,1976)可以纳入教育软件的设计中,以提高游戏的玩法。这项研究的主要目的是开发一个交互式小说原型,以评估GOM的使用并将该模型扩展为包括一个交互式演员。次要目标是教给年轻人基本的天文学,并评估动态超文本标记语言(DHTML)作为可行的创作工具的使用。

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