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dc.contributor.authorRizvic, Selmaen_US
dc.contributor.authorBoskovic, Dusankaen_US
dc.contributor.authorOkanovic, Vensadaen_US
dc.contributor.authorSljivo, Sandaen_US
dc.contributor.editorTobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin Stularen_US
dc.date.accessioned2017-09-27T06:39:42Z
dc.date.available2017-09-27T06:39:42Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-037-6
dc.identifier.issn2312-6124
dc.identifier.urihttp://dx.doi.org/10.2312/gch.20171311
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20171311
dc.description.abstractA team of multidisciplinary experts from computer science, visual arts, literature, film directing, psychology, communicology and human computer interaction developed a new interactive digital storytelling method - hyper storytelling. Hyper storytelling offers a solution for narrative paradox in introducing motivation factor into interactive digital story. In this paper we present Kyrenia - the first hyper storytelling application. Its purpose is to introduce the Internet users with the oldest sunken ship from 280 B.C., found in 1975 near Kyrenia, Cyprus.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman
dc.subjectcentered computing
dc.subjectHypertext / hypermedia
dc.subjectVirtual reality
dc.subjectWeb
dc.subjectbased interaction
dc.subjectInteraction design
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.titleKyrenia - Hyper Storytelling Pilot Applicationen_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersEducation and Creation
dc.identifier.doi10.2312/gch.20171311
dc.identifier.pages177-181


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