Narrative-Centered Computing for Childhood Environmental Awareness
Narrative-Centered Computing for Childhood Environmental Awareness
批准号:
0934672
负责人:
William Tomlinson
金额:
$28.04万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2009
资助国家:
美国
项目状态:
已结题
起止时间:
2009-09-01 至 2011-08-31
中文摘要
这个项目旨在创建一个框架,以叙事为中心的计算(NCC),这将有助于儿童更有效地推理(a)分布式链的因果关系,调解环境变化,(B)他们如何能够有效地干预这些链。NCC框架从一种称为时空锚定的计算讲故事的新机制开始。时空锚定的故事不是由线性的“电影胶片”组成,而是由故事节点组成的网络。每个节点描绘了整个情节的一个小元素,并锚定在空间和时间的特定位置。为了推进故事,用户探索相关时空场所的丰富地理表示,发现故事节点及其之间的相互联系。由于节点可以锚定在不同的时空分辨率水平,并以非线性的方式相互关联,探索这些叙事将有助于儿童发展更细致入微的推理能力,对分布式因果关系和可变规模。反过来,这些能力将转化为更有效地参与环境问题。该项目侧重于教育中的一个特定主题,旨在开发一种新的信息技术方法,以提高人类的一般认知能力。我们全球环境困境的一个显著特点是问题的广泛性与人类目前反应的有限性之间的差距。这种脱节可能反映了我们直觉认知和情感过程的潜在局限性。作为适应“人类规模”的复杂性和因果关系的生物体,我们缺乏有效的手段来推理驱动环境现象的各种时间,空间和社会分布的相互作用。这项创新的研究旨在解决这个问题,并克服我们的困难,而不是集中在我们的实质性能力,连接到story.The框架还包括新的交互机制,通过它,用户可以影响展开事件的故事世界通过有针对性的行为在真实的世界。这些机制将让孩子们看到他们自己的环境相关行为模式,通过直观可理解的因果映射,可以在故事生态系统中引起积极或消极的变化。用户的行为和展开的故事之间的这种反馈将对儿童的环境责任感的发展产生强大的影响。驱动这些互动机制的数据也将提供一种自然的手段来评估这项研究的有效性。作为测试和完善NCC框架的一种方式,该研究将包括创建一个测试平台互动叙事,将在网上部署并作为临时科学博物馆展览。这种叙事将使用时空锚定沿着与视频和传统的电影技术戏剧化的相互作用,发生在一个代表性的加州生态系统,例如,海洋环境中的海獭,海带森林,海胆都相互作用。这种叙述的行为影响和教育效果将通过上述数据收集机制以及与用户的访谈进行评估。这项研究将通过开发一种新的方法来嵌入复杂的分布式现象在一个交互式的叙事格式,以人为中心的计算作出重大贡献。这里开发的时空锚定技术将不仅在当前环境系统的背景下有用,而且在各种其他领域,如正式教学法(例如,用于理解其他STEM主题的交互式叙述),社交网络,游戏(例如,其中玩家创建故事节点以驱动情节的大型多玩家世界),以及个人信息体系结构(例如,地理锚定的个人生活史设备)。通过关注儿童作为目标受众,本研究也将为以儿童为中心的新兴计算领域做出实质性贡献。特别是,这项工作将为进一步研究如何使用故事和叙事来创建即使是非常年幼的儿童也可以轻松使用的计算系统奠定基础。该系统的环境主题也将符合国家和加州州的科学教育指导方针,从而使其有可能被广泛部署在正式的课堂环境以及非正式的学习环境,如家庭和科学博物馆。
英文摘要
This project seeks to create a framework for narrative-centered computing (NCC) that will help children reason more effectively about (a) the distributed chains of causation that mediate environmental change, and (b) how they can intervene effectively within those chains. The NCC framework begins with a new mechanism for computational storytelling called spatiotemporal anchoring. Spatiotemporally anchored stories consist not of a linear "filmstrip," but instead of a network of story nodes. Each node depicts a small element of the overall plot, and is anchored to a specific location in space and time. To advance the story, users explore a rich geographical representation of the relevant spatiotemporal locale, discovering story nodes and the interconnections between them. Because nodes can be anchored at variable levels of spatiotemporal resolution and interlinked in non-linear ways, exploring these narratives will help children to develop more nuanced abilities for reasoning about distributed causation and variable scale. These abilities, in turn, will translate into more effective engagement with environmental issues. While focusing on a particular topic in education, this project seeks to develop a new information technology method for enhancing human cognitive abilities in general. A striking feature of our global environmental predicament is the disparity between the breadth of the problem and the limited nature of humanity's current response. This disconnection may reflect underlying limitations on our intuitive cognitive and emotional processes. As organisms that are adapted to "humansized" scales of complexity and causation, we lack effective means for reasoning about the kinds of temporally, spatially, and socially distributed interactions that drive environmental phenomena. This innovative research seeks to address this problem and to overcome our difficulties in reasoning about distributed data by focusing instead upon our substantial ability to connect to stories.The NCC framework also includes novel interaction mechanisms through which users can influence unfolding events in a story world via targeted behaviors in the real world. These mechanisms will allow children to see how their own environmentally relevant patterns of behavior, mediated by intuitively understandable causal mappings, could cause positive or negative changes in a story ecosystem. This feedback between user's actions and the unfolding story will have powerful implications for children's developing sense of environmental responsibility. The data that drives these interaction mechanisms will also provide a natural means of evaluating the effectiveness of this research. As a way of testing and refining the NCC framework, the research will include the creation of a testbed interactive narrative, to be deployed online and as a temporary science museum exhibit. This narrative will use spatiotemporal anchoring along with video and traditional cinematographic techniques to dramatize the interactions that take place within a representative California ecosystem, for example, a marine environment in which sea otters, kelp forests, and sea urchins all interact. The behavioral impact and educational effectiveness of this narrative will be evaluated both via the aforementioned data collection mechanisms as well as through interviews with users. This research will make a significant contribution to Human-Centered Computing by developing a novel approach to embedding complex distributed phenomena in an interactive narrative format. The spatiotemporal anchoring technique developed here will be useful not just in the context of the present environmental system, but in a variety of other domains such as formal pedagogy (e.g., interactive narratives for understanding other STEM topics), social networking, games (e.g., massively multiplayer worlds in which players create story nodes to drive the plot), and personal information architecture (e.g., a geographically-anchored personal life history device). By focusing on children as the target audience, this research will also make substantial contributions to the emerging domain of child-centered computing. In particular, this work will lay the foundation for further investigation into how story and narrative can be used to create computational systems that even very young children can readily utilize. The environmental themes of the system will also conform to both national and California state guidelines for science education, thus giving it the potential to be broadly deployed in formal classroom settings as well as in informal learning contexts such as homes and science museums.
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