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    13226 research outputs found

    Exploring gender bias in LLM-generated hero and heroine narratives.

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    Narrative structures such as the Hero’s Journey and Heroine’s Journey have long influenced how characters, themes, and roles are portrayed in storytelling. When used to guide narrative generation in systems powered by Large Language Models (LLMs), these structures may interact with model-internal biases, reinforcing traditional gender norms. This workshop examines how protagonist gender and narrative structure shape storytelling outcomes in LLM-based storytelling systems. Through hands-on experiments and guided analysis, participants will explore gender representation in LLM-generated stories, perform counterfactual modifications, and evaluate how narrative interpretations shift when character gender is altered. The workshop aims to foster interdisciplinary collaborations, inspire novel methodologies, and advance research on fair and inclusive AI-driven storytelling in games and interactive media

    Exploring the impact of virtual reality on museum experience.

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    A case study of the Markiezenhof Museum

    Entrepreneurship for all.

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    Entrepreneurship and Innovation As an upcoming artist – what does the animation business look like? What are the challenges for the people and for companies? These are more than just questions; they're the starting point for a crucial conversation about the future of animation in Europe. Despite a wealth of talent and original ideas, Europe’s audiovisual sector still struggles to compete globally. A lack of collaboration, slower adoption of new technologies, and limited support for innovation and entrepreneurship continue to hold us back. So, what will it take to build a stronger, more dynamic animation and games industry in Europe? Are our creative and cultural values at odds with a more market-driven mindset? And who will step up to lead the change? To kick things off, researcher Silke Hassreiter will share insights from a year-long research project on entrepreneurship and innovation in the creative industries highlighting current barriers and pointing to strategies for growth. Following this, we invite an open discussion with students, educators, industry voices, and emerging professionals: What needs to change and how can we, as the next generation of creators, help drive that change? All VAF Sessions are in English and are geared towards talents and students of film, gaming and animation

    Climate Action Panel.

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