11 Matching Annotations
  1. Nov 2022
    1. In other words, an investment inone platform can mean playing more games there rather than elsewhere

      I've found this to be true from personal experience, people tend to loyal to different platforms, however I disagree with using as it a metaphor for learning world literature. Comparing the physical transition from a keyboard to a controller to learning another language doesn't make sense, as coordination doesn't translate across platform tools, whereas language is very interconnected and learning French then learning Spanish is quite related and thus learning one would aid the learning of another. Learning to use a keyboard would hinder the progress of learning to use a controller. In both instances I have personal experience i'm fluent in french and spanish is very fimilar, im loyal to keyboard and mouse and find using a controller very difficult

  2. Oct 2022
    1. Although Quinn expected negative reactions to the game, things became frightening this summer after she released the game through Steam, a prominent (and mainstream) gaming platform. A jilted ex-boyfriend of hers posted a nearly-10,000-word screed that accused her of sleeping with a journalist for positive reviews. The claim, though false, set off a wave of outrage that eventually escalated into a campaign against all the designers and critics who have argued for making gaming culture more inclusive.

      It is frightening that something untrue has the ability to ruins someones work within minutes. The internet has the ability to give some many opportunities, but one never really knows who is on the other side of the screen waiting to tear down what you have worked for.

    1. As a metaphor, compare playing games across platforms with learningworld literature, if translation were not possible. You would learn one lan-guage in order to read its writings, but be unable to explore another’s with-out making that investment in time. Once you learned Chinese, becomingfluent in French would let you read that language’s novels, stories, poems,and plays. Those formal story structures will seem familiar, though theircontents may profoundly differ based on the rich history of that language.

      Literary texts can be made more intense by using technology, for example, by converting them into literal hypertexts and presenting different notes information, unanswered questions, main ideas and relationships .

    2. One side effect of re-architecting the Web along social connective linesis the acceleration of distributed conversations.

      As long as you have the necessary digital technology to connect, people can share and develop stories with each other through the use of enhanced communication without having to deal with real-world obstacles.

    3. Web 2.0 sites, in contrast, allow multiple channels of communication

      Making stories accessible digitally, or telling them through a digital media can further enhance the story as more people are able to consume and comment on it in a more digital community setting

    1. The story is a per-sonal, intimate, analog thing.

      A comprehensive review of children with learning disabilities in written expression has revealed several factors that may aggravate the insufficient information in their compositions. Digital story telling has the ability to address those components and aid those with different needs.

    2. Digital stories are currently created using nearly every digital devicein an ever-growing toolbox. They are experienced by a large population.Their creators are sometimes professionals, and also amateurs. They canbe deeply personal or posthumanly otherwise, fiction and nonfiction,brief or epic, wrought from a single medium or sprawling across dozens.We are living in a time of immense creativity, with new opportunities forcreators appearing nearly every day.

      Digital stories have the ability to capture the attention of many viewers. Digital stories can be a great outlet for those who have short attention spans and have a difficulty with reading because they are unable to create a visual image.

    3. they focus on pre-Web devices, like thepaperback novel, film stored on reels and projected into a peopled theater,live music, or vinyl records.

      Obtaining the media or stories contained in these pre-web gadgets can be difficult for individuals who live remotely or have poor access to them. For instance, the price of a typical novel in a bookstore can range from $10 to $30. It becomes extremely expensive and time-consuming to get these pre-digital sources if you need many stories or information pieces from them (Trying to get the full picture of a story, looking for stories and information for school)  I think that saving stories digitally also lowered the amount of resources used to create these different products, for example a Kobo reader is filled with 'empty data', however that data is translatable into thousands of books. Are digital technologies and data really empty? Of course, many stories are best conveyed using pre digital materials as some paintings, vinyl records, and books from different stories each function as a piece of the overall narrative. However, I believe that many other kinds of stories are best shared online.

    4. Usually the negative answersthat emerge identify an item typically associated with the digital world: data,especially data without meaningful patterns. Data are cold, while stories arewarm. Data lack intrinsic meaning, while stories are all about meaning

      I think that meaningful data can be developed. Technically, every piece of data is produced for a particular reason, and one of those reasons could be to tell stories more effectively, abundantly, and freely to a wider audience. A story would be meaningless if no one heard it, wouldn't it? I contend that by making the story available digitally, more individuals can access it and give it their own interpretations, which I  think increases the story's significance. In essence, this provides the data even more value since more consumers can assign meaning to the data based on the story, meaning, or lack thereof.

  3. Feb 2020
    1. You will develop this storyline across your five frames. The first beginning frame introduces your story, and is also called the 'establishing shot� The following frames develop the story, eventually leading toward a climax, I.e., the solution to the problem. The last end frame concludes the story, and often Indicates a scene that emphasizes that the interaction illustrated in the storyboard is completed (e.g., a person walking away}.

      I like the way that the author used to organize the storyline, which is to have the beginning, the story develops, climax and ends. By organizing the story in this, the designer will have space to introduce the current problem in the beginning. It avoids the situation that the designer brings out the design at the very beginning, which leaves less space for the readers to think carefully about the problem thus makes the solution less convinced. The climax of the story serves as a good way to stress the product's function and leave a deep impression on the readers. And the end of the story will present the result or the goal that has been achieved. It leaves the space for readers to have their reflection on the whole process and evaluate the story critically. I found this way of organizing the storyline very useful when I am creating my own storyboards. (Xu)

    1. Stories spark new ideasBecause we instinctively fill in the gaps, stories can hint at details, rather than having to spell them out. Our ability to fill in gaps makes stories a good way to spark innovation. You start by imagining a new product or a change in the environment. Then you tell a story about it, showing how people behave differently in that new situation.

      This part perfectly described my experience of working on the Homework5. In this homework, we are asked to sketch 5 workflows to convey our design and solution. And we need to tell a good story within those 5 sketches. I found this process very inspiring. When I finished the 8 designs for the last week, the only thing I could think about is how people are going to use those products. However, the initial ideas lacked the context. I didn't think much about in which context would people use certain products. Telling a story to present the workflow helps me to put myself into the story. It is like what the author said, "to fill the gap". Since a good story must have a beginning and endpoint, I need to think carefully about how this certain design would come into the users' lives. This process helps me to find out that different types of design might attract different types of users. For instance, a design that allows only audio input and output might best attract users with visual impairment. The process of telling a story helps me to think in-depth and image the real using scenarios of the design. (Xu)