BORDaR Bournemouth Online Research Data Repository
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Don't Forget to Save! The Impact of User Experience Design on Workflow of Authoring Video Game Narratives (Transfer Thesis)
Don't Forget to Save! The Impact of User Experience Design on Workflow of Authoring Video Game Narratives (Transfer Thesis)
Since their inception, video games have been a capable storytelling device. This is only amplified as technology improves. Contemporary video games boast a wide range of interaction and presentational techniques that can enrich the narrative experience. Supporting authors with tools to prototype their stories, or even as direct integration into a game, is vital. This is especially important as the complexity and length of such narratives continues to increase.
Designing these kinds of tools is no easy feat. In order to develop authoring systems for game developers that support prototyping or implementation of their envisioned narratives, we must gain an understanding of the underlying constituents that make up video game narrative and their structural and relational properties. Additionally, when designing the interface of and interactions with such systems, the User Experience (UX) design decisions taken may impact the workflow of the authors to implement their vision. Therefore, we must also gain an understanding of how various UX design paradigms alter the usability of our programs.
This thesis investigates the existing literature on modeling of interactive narrative and video game narrative. Conclusions are drawn upon the ability for existing models to represent the complexities and nuances that are found in video game narrative. Initial work into the experimental identification of UX paradigms and their impact on authoring workflow is also described in detail.
To begin capturing difficult areas of video game narrative, a model of discovered, observed, or experienced narrative, Discoverable Narrative, is presented with examples. Additionally, a new theoretical model of interactive narrative, chiefly focusing on video game narrative, Novella, is proposed and explored in detail with worked examples. The model is designed on the bases of extension and integration with runtime systems and targets particular difficulties of video game narrative that other existing models struggled to capture. The described models pave the way for further development and research, particularly in a full implementation of Novella into a prototype authoring system that will be used in further experiments
The Role of Extraversion, IQ and Contact in the Own-Ethnicity Face Recognition Bias
While IQ is weakly related to the overall face recognition (Shakeshaft & Plomin, 2015), it plays a larger role in the processing of misaligned faces in the composite face task (Zhu et al., 2010). This type of stimuli are relatively novel and may reflect the involvement of intelligence in the processing of infrequently encountered faces, such as those of other-ethnicities. Extraversion is associated with increased eye contact which signifies less viewing of diagnostic features for Black faces. Using an old/new recognition paradigm, we found that IQ negatively correlated with the magnitude of the own-ethnicity bias (OEB) and that this relationship was moderated by contact with people from another ethnicity. We interpret these results in terms of IQ enhancing the ability to process novel stimuli by utilising multiple forms of coding. Extraversion was positively correlated with the OEB in White participants and negatively correlated with the OEB in Black participants suggesting that extraverts have lower attention to diagnostic facial features of Black faces, leading to poorer recognition of Black faces in both White and Black participants, thereby contributing to the relative OEB in these participants. The OEB is dependent on participant variables such as intelligence and extraversion
TACIT trial (TAi ChI for people with demenTia)
A randomised controlled trial comparing the effectiveness of tai chi alongside usual care with usual care alone on the postural balance of community-dwelling people with dementia: protocol for the TACIT trial (TAi ChI for people with demenTia
BA Leverhulme Food Waste Interview Data
A set of thirty two (32) interview transcripts from a BA Leverhulme funded project entitled 'Surmounting the food waste loss aversion curse: Consumer-led strategies for combating the problem of overstocking'. (Grant Ref: SG162571)
Route learning and ageing data
This repository contains data collected from an experiment about the route navigation capabilities of older adults
Reading on Screen AHRC Project - Bronwen Thomas
Follow on project funded by AHRC. Dataset consists of audio files, movies and photos from the project event
Archaeological Investigations Project (AIP)
The Archaeological Investigations Project (AIP), funded by English Heritage and Historic England, systematically collected information about the nature and outcomes of more than 80,000 archaeological projects undertaken in England between 1990 and 2010, the currency of Planning Policy Guidance Note 16: Archaeology and Planning (generally known as PPG16) that was published in November 1990. The AIP aimed to document as many archaeological investigations as possible, many of which would otherwise have remained invisible to the archaeological community and the wider public, through accessing limited availability Grey Literature reports held by archaeological contractors and curators. Whilst the AIP did not collate a library of such reports, it signposted their locations. Data was gathered directly from those who undertook the work, either from their reports or by visiting organizations across England.
Records of investigations and events created by AIP have been incorporated, indexed, and cross-referenced within a range of on-line resources including: the English Heritage Excavations Index (formerly the RCHME Excavation Index) now archived at the ADS which itself shared data with other on-line resources such as PastScape, Archsearch, and the Heritage Gateway; the British and Irish Archaeological Bibliography; and the Archaeology Data Service.
This AIP data archive allows a greater appreciation of the breadth of archaeological work carried out in England during a key period in the emergence of planning-led investigations, and it gives an overview of the impacts that PPG16 had on such projects. This is summarised in the publication which forms the companion to this database, 'Archaeology in the PPG16 Era: Investigations in England 1990-2010' by Timothy Darvill, Kerry Barrass, Vanessa Constant, Ehren Milner, and Bronwen Russell (Oxbow Books 2018)
Dataset: Misty stories.
This searchable database contains details of artist and writer credits, plot summaries, coding, and other information about all the stories published in the British girls' comic Misty (IPC, 1978-80)
Dataset: Time constraints do not limit group size in arboreal guenons but do explain community size and distribution patterns.
For full explanation of the methods and materials, please refer to the published article or contact the corresponding author
Dynamics and thresholds of ecosystem services in wooded landscapes.
Field data and analyses collected as part of the research project 'Dynamics and thresholds of ecosystem services in wooded landscapes', which was funded as part of the NERC BESS programme