
Making Sense of Tracking Data
Connecting Interactive Storytelling, Computer Use, and Cognitive Processing
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One main advantage of using computers forcommunication is that all media consumption can bemonitored, recorded and studied. While server logfiles can be analyzed to identify the ways in whichpeople make use of a website, single user logs can beutilized to understand an individual''s cognitiveprocesses. This book comprises a holistic approach tothe authoring of interactive stories that starts withthe creation of an interactive narrative (a mix ofvirtual reality with film) and concludes with ascientific pursuit based on the analysis of userbehavior. Anchored in theoretical frameworks derivedfrom...
One main advantage of using computers for
communication is that all media consumption can be
monitored, recorded and studied. While server log
files can be analyzed to identify the ways in which
people make use of a website, single user logs can be
utilized to understand an individual''s cognitive
processes. This book comprises a holistic approach to
the authoring of interactive stories that starts with
the creation of an interactive narrative (a mix of
virtual reality with film) and concludes with a
scientific pursuit based on the analysis of user
behavior. Anchored in theoretical frameworks derived
from mass communication, information science, and
psychology, the book shows the potential of
integrating the design of interactive storytelling
with actual user experience. New media researchers
and developers, as well as new media artists and
writers, will find the concepts and the methods
presented in this book practical and valuable, giving
them a clear path to understanding how digital media
projects can be improved by taking advantage of the
significance intrinsic to tracking data. Readers can
also experience the interactive story and the
tracking data at www.aspaceoftime.net.
communication is that all media consumption can be
monitored, recorded and studied. While server log
files can be analyzed to identify the ways in which
people make use of a website, single user logs can be
utilized to understand an individual''s cognitive
processes. This book comprises a holistic approach to
the authoring of interactive stories that starts with
the creation of an interactive narrative (a mix of
virtual reality with film) and concludes with a
scientific pursuit based on the analysis of user
behavior. Anchored in theoretical frameworks derived
from mass communication, information science, and
psychology, the book shows the potential of
integrating the design of interactive storytelling
with actual user experience. New media researchers
and developers, as well as new media artists and
writers, will find the concepts and the methods
presented in this book practical and valuable, giving
them a clear path to understanding how digital media
projects can be improved by taking advantage of the
significance intrinsic to tracking data. Readers can
also experience the interactive story and the
tracking data at www.aspaceoftime.net.