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Wyświetlanie 1-3 z 3
Tytuł:
Empirical insights into traditional and AI-enhanced interactive narratives based on children’s fables
Autorzy:
Świerczyńska-Kaczor, Urszula
Powiązania:
https://bibliotekanauki.pl/articles/31203435.pdf
Data publikacji:
2024
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
art studies
Human-Centered AI
interactive narrative
game development
user experience
Opis:
Aim/purpose – The study delves into the creation and the experience of interactive children’s narratives based on poetry, examining the emerging role of artificial intelligence (AI) as a collaborative partner in storytelling for children. The research questions are: 1) What are the experiences of readers, specifically children’s guardians, with interactive narratives based on children’s poetry?; 2) How do children’s guardians experience interactive stories co-generated in real-time through conversations with artificial intelli-gence?; 3) Is it feasible to create a satisfying narrative for children from a specific set of images through the use of AI technology? Design/methodology/approach –This paper synthesizes findings from the following studies: a) Qualitative analysis of interactive narratives based on Stanisław Jachowicz’s poems, involving a comprehensive online questionnaire survey, with 80 respondents participating in the latest study; b) An evaluative study focused on real-time interactions with AI-generated interactive narratives based on Stanisław Jachowicz’s poems. This involved 12 participants who provided detailed feedback on their experience; c) An autoethnographic study exploring the creative process of generating children’s narratives from a set of images using AI. Findings – The findings from the exploratory studies suggested that interactive narratives based on poetry would be beneficial for education and the promotion of reading. The interactive narrative can be simply designed (simple mechanics, simple options) and nevertheless, it can evoke a positive user experience. The constructs of telepresence and player agency apply not only to the interactive narrative and the poem that serves as its foundation. The evaluation of the interactive narrative generated by ChatGPT was positive, both as real-time interactive storytelling experienced by the reader with AI and as the interactive narrative created based on a set of images. In the process of generating interactive narratives during real-time interactions, ensuring safety, reliability, and trustworthiness for children is a crucial aspect. Research implications/limitations – The research suggests that educational organizations can benefit from introducing interactive narratives based on poetry into children’s curricula. Furthermore, artificial intelligence can be effectively utilized in creating such content, both in the form of traditional interactive narratives presented to children and in real-time interactions with AI. However, it is also important for organizations to develop tools for monitoring children’s safety. Originality/value/contribution – This paper sheds light on the reader’s experience with interactive narratives based on poetry and highlights the transformative impact of AI on reading and writing in children’s literature, emphasizing how significantly the roles of writers and readers have changed with the introduction of AI. The swift evolution of artificial intelligence raises concerns that vital literary participants – including authors, researchers, publishers, and readers – may not grasp the essential skills and knowledge for utilizing AI. This paper can be helpful for these groups as it provides clues on how to produce good prompts, leading to the creation of children’s narratives.
Źródło:
Journal of Economics and Management; 2024, 46; 25-54
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Implementation of agile approach in a reward-based crowdfunding project aimed at funding a film: An overview of the concept and challenges
Autorzy:
Świerczyńska-Kaczor, Urszula
Kotlińska, Małgorzata
Żelazowska, Monika
Powiązania:
https://bibliotekanauki.pl/articles/522198.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
Film project management
The agile film project management
The crowdfunding film project
Opis:
Aim/purpose – The research aims to identify and evaluate factors impacting the implementation of an agile approach in a crowdfunding project with a goal to fund a film. Design/methodology/approach – The research was conducted in March-April 2018, and based on qualitative methods of gathering data from the Polish market. Findings – We point to the two groups of factors impacting whether or not a film team can implement the agile approach in a crowdfunding project: 1) the first group of factors refers to the iterative testing of ‘the work produced’ during the project, including testing of final film elements; 2) the second group of factors refers to team management such as team goal, team engagement and communication, and conflicts between team members. The findings indicate that a potential transition to the agile approach would require significant adjustments of the current methods of conducting film projects.
Źródło:
Journal of Economics and Management; 2019, 37; 139-155
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Online interactive storytelling: Evaluation of the viewer experience of 360-degree videos
Autorzy:
Świerczyńska-Kaczor, Urszula
Żelazowska, Monika
Kotlińska, Małgorzata
Wachowicz, Jacek
Powiązania:
https://bibliotekanauki.pl/articles/522162.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
360-degree video
Online film interactivity
Viewer experience
Opis:
Aim/purpose – This article aims to examine the relationships between the 360-degree viewer experience and video genres. Design/methodology/approach – The presented empirical study was based on the respondents’ evaluation of two 360-degree videos: a documentary film and an episode from a web series. Findings – The viewers evaluated the 360-degree video documentary as more interesting, more engaging, creating deeper immersion in the plot, and delivering more information compared to their experience when they would watch video if it were produced as a traditional film format. The study showed the differences in viewers’ evaluation of 360-degree documentaries and web series episodes. The evaluation of 360-degree videos was different between the two groups of respondents varying in their perception of navigation. Research implications/limitations – Our study suggests that by implementing 360-degree video features in documentary films, we can evoke a more intensive viewer experience compared to the situation when the viewer would watch videos in the traditional film format. It also indicates that film production should take into account the different viewer’s perceptions of being actively engaged in the navigation. The limitations of the study: the qualitative study with the convenient respondent sampling, the subjective evaluation of respondents’ statements, and the subjective choice of the evaluated 360-degree videos. Originality/value/contribution – The study contributes to film production by highlighting the significance of viewer perception of navigation and the video genre as factors impacting the viewer experience.
Źródło:
Journal of Economics and Management; 2019, 36; 105-122
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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