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Título : Interactive digital storytelling and HCI techniques applied for edutainment in interactive health projects: Analysis of two USC’s labyrinth projects
Autor: Mora Fernandez, Jorge Ignacio
Correspondencia: Mora Fernández, J.I.; SENESCYT, Group RandDandi SINAPSIS and Group R+D+C CICNETART, DIUC, School of Medicine and School of Philosophy, Letters and Education Sciences, University of CuencaEcuador
Nombre de Revista: 4th International Conference on Design User Experience and Usability DUXU 2015 Held as Part of 17th International Conference on Human-Computer Interaction HCI International 2015
Palabras clave : Agency
Edutainment
Hci Analysis
Health
Hipermedia
Immersion
Interactive Digital Storytelling
Interactive Documentary
Interface
Narrative Closure
Narrative Intelligibility
Narrative Paradox
Transmedia
Fecha de publicación : 2-ago-2015
Fecha de fin de embargo: 1-ene-2022
Volumen: 9186
Fuente: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
metadata.dc.identifier.doi: 10.1007/978-3-319-20886-2_58
Editor: SPRINGER VERLAG
Ciudad: 
Los Angeles CA
Tipo: Article
Abstract: 
. The interactive narratives for developing interactive & educational documentaries have served for developing interactive installations & products in galleries, exhibitions, museums, universities, webs & videogames. During the last years, these previous experiences of applying interactive narrative techniques in digital historical or educational products have served to developed interactive narratives applied to health education, treatment or recovery. Two of the projects developed by the USC’s Labyrinth Project, directed by Marsha Kinder, are examples of the application of experiences in other narrative genres to health edutainment. This paper analyzes the interactive narrative elements integrated on the interfaces of the projects: A Tale of Two MAO Genes & Interacting with Autism. This analysis develops a model that describes the interactive immersive narrative elements integrated on their interfaces. It serves to identify the interactive narrative elements that create immersion in edutainment health projects so they can be applied on new narratives about recovering from addiction.
URI : https://www.scopus.com/inward/record.uri?eid=2-s2.0-84947255200&doi=10.1007%2f978-3-319-20886-2_58&partnerID=40&md5=a8e61dc80318753dacc3426396b56427
http://dspace.ucuenca.edu.ec/handle/123456789/29056
ISBN : 9783319208855
ISSN : 3029743
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