The use of using digital tools in developing branching narrative

Book 2 0 ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 117-139
Author(s):  
Graham A. Wilson

As a lecturer in computing at Moray College UHI, and having recently rekindled my passion for branching narrative and particularly gamebooks, when an opportunity arose to conduct the ‘Digital Futures’ research project, I was able to merge my interest in software development with an exploration of digital tool use in writing branching narrative. The aim of the research is to enhance the employment opportunities of creative writing students by potentially developing pathways into authoring gamebooks, digital games, televisual media or theatre productions. I conducted a background study examining the historical and current state of branching narrative and conversed with gamebook authors about the software tools they used and their world-building and publishing experiences. Similar conversations were held with games writers/developers and an interactive theatre producer. This article presents the key elements of that background study and conversation highlights, along with an evaluation of the advantages and disadvantages of using digital tools to develop branching narrative.

2021 ◽  
Vol 9 (2) ◽  
pp. 78-79
Author(s):  
Stephan Traidl

Digital anamorphosis is used to define a distorted image of health and care that may be viewed correctly using digital tools and strategies. MASK digital anamorphosis represents the process used by MASK to develop the digital transformation of health and care in rhinitis. It strengthens the ARIA change management strategy in the prevention and management of airway disease. The MASK strategy is based on validated digital tools. Using the MASK digital tool and the CARAT online enhanced clinical framework, solutions for practical steps of digital enhancement of care are proposed.


2021 ◽  
pp. 1-9
Author(s):  
Caroline Arbuckle MacLeod

Abstract Digital tools are widely used in archaeology for excavation, research, and communication of results. Recently, due in large part to the COVID-19 pandemic, there has been a significant increase in the use of these resources in the classroom. The use of digital games for teaching undergraduate archaeology courses has been explored by a number of educators, but the majority of instructors continue to see this medium as lacking any particular educational merit. To combat this conclusion, in this article, the author explores some of the ways that unmodified digital games can be integrated into undergraduate archaeology courses to inspire critical discussions. She discusses two main types of games—conceptual simulations and realist simulations—to show how these can help students better understand theoretical approaches to archaeological interpretation and to consider the most effective form of archaeological reconstructions for different audiences. The author highlights her own experiences teaching with Assassin's Creed: Origins to show the benefits and challenges of working with this medium, and she includes student responses to the use of digital games in discussions. An example of a student assignment and an example of a project prompt are provided as supplemental materials to further encourage the use of digital games in the classroom.


2021 ◽  
Vol 97 (4) ◽  
pp. 72-81
Author(s):  
M. S. Syupova ◽  

Ensuring the economic security of municipalities is one of the key conditions for stable socio-economic de-velopment of the region. Recently, intraregional differentiation of territories has been growing, which increases the risk of the formation of negative factors that reduce the quality of life of the population. In order to neutralize and prevent acute social and economic problems, constant monitoring of the current state of the municipal econ-omy is necessary. As such a management tool, a rating assessment of the economic security of municipalities in the region can be used. The ranking of territories allows you to visualize the relative advantages and disadvantages of the development of territories. In addition, a systematic comparative analysis of controlled socio-economic pa-rameters will allow regional authorities to evaluate the results of the activities of local governments and improve the effectiveness of regional socio-economic policy. The article proposes a methodology for rating the economic security of municipalities, during which it is possible to visually assess the depth of the threats studied at the level of each territory. To this end, the proposed methodology is based on a system of indicators that identify the main problem areas of the socio-economic condition of the territories. To form the rating, the studied indicators are normalized and integral indices characterizing the level of economic security of municipalities are calculated. The methodology proposes criteria for assessing the level of municipal economic security (high; above average; aver-age; crisis; critical). According to the results of the study, a rating of municipal districts of the Khabarovsk Terri-tory was compiled. The study showed that the territories of the region are characterized by an unstable socio-economic condition. The leading positions in the rating are occupied by areas with an average level of economic security. Most municipal districts of the region have a crisis level of economic security, which provides for the de-velopment of a set of measures aimed at eliminating existing problems.


The early and long-term development of promising young athletes is a decisive factor in being internationally competitive in top-level sports. Among the multitude of talent criteria suggested in the literature, motivation plays a prominent role in the area of psychological characteristics. It is recognised in practice and research as a relevant criterion for performance development across all sports. This article provides an overview of the current state of talent research in the field of motivation. First, the most common theories of motivation in competitive sports are described, then different measurement methods and their advantages and disadvantages as well as the predictive value of motivation for athletic performance are discussed. Finally, implications for practice are suggested. It can be summarised that motivation in sport is conceptualised and operationalised in different ways and that the decision for the right measurement instrument depends on the goal of the assessment. To get a comprehensive picture of an athlete’s motivational status, it is useful to assess several aspects of motivation through different methods.


1996 ◽  
Vol 25 (509) ◽  
Author(s):  
Henrik Bærbak Christensen

<p>This report describes the current state of my research in software development environments. I argue in favour of strong support for <em>project management, comprehension and navigation,</em> and <em>collaboration</em> primarily based on experiences from developing large-scale industrial-strength applications.</p><p>An underlying model of such an environment, named ``Ragnarok´´, is outlined. A design and first prototype of important parts of Ragnarok is described as well as some results from initial experiments.</p>


2021 ◽  
Author(s):  
Dustin Wade Krysztofiak
Keyword(s):  

Tabletop games like Dungeons & Dragons (D&D) feature several natural inefficiencies due to the adaptable and sandbox nature of D&D campaigns and the game’s wargaming roots. One of the core failings of Dungeons & Dragons’ Fifth edition, according to users, is slow and disengaging combat. It is my belief that digital tools can be added to Dungeons & Dragons in such a way that their implementation does not limit physical gameplay while providing a variety of new tools to players. This paper proposes a tool that can avoid these pitfalls while improving combat and gameplay flow.


Author(s):  
І. Андрущак ◽  
В. Марценюк ◽  
I. Андрощук ◽  
В. Чудовець ◽  
М. Потейчук

The article discusses the current state of application and development of cloud computing, the main advantages and disadvantages of their use in the states, enterprises and in scientific activity. The standards, regulations and guidance documents in the field of cloud computing information security are developed and analyzed, developed by the Cloud Security Alliance (CSA), the European Network and Information Security Agency (ENISA) and the National Institute of Standards and Technology (NIST), and the results of a detailed analysis of the issues information security in the cloud.


Rank level fusion is one of the after matching fusion methods used in multibiometric systems. The problem of rank information aggregation has been raised before in various fields. This chapter extensively discusses the rank level fusion methodology, starting with existing literature from the last decade in different application scenarios. Several approaches of existing biometric rank level fusion methods, such as plurality voting method, highest rank method, Borda count method, logistic regression method, and quality-based rank fusion method, are discussed along with their advantages and disadvantages in the context of the current state-of-the-art in the discipline.


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