t rademark of cartoon pizza, inc. and sesame workshop

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. Trademark of Cartoon Pizza, Inc. and Sesame Workshop. Charact ers Setting D ialogu e Events Roles Ending

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Characters. Setting. . Dialogue. Events. Roles. T rademark of Cartoon Pizza, Inc. and Sesame Workshop . Ending. Not just Imagination. And then the friendly dragon defeated the evil prince, and lived happily ever after. Children Creating Stories, And How Technology Can Help. - PowerPoint PPT Presentation

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Page 1: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

.

Trademark of Cartoon Pizza, Inc. and Sesame Workshop.

CharactersSetting

Dialogue

Events

RolesEnding

Page 2: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

And then the friendly dragon defeated the evil prince, and lived happily ever after.

Not just Imagination

Page 3: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Children Creating Stories,And How Technology Can Help

Page 4: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Virtual Storytelling Environment

Tangible and Mobile Interfaces

Page 5: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

TellTale

Image: http://tangible.media.mit.edu/project/telltale/

Record

Record

Record

Record

Record

RePlayCo

nnec

t

Page 6: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

ExplorationInspirationProductionSharing

What a pretty butterfly!

What would happen if…I’m going to draw a picture about it. Look at this!

Page 7: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Cognitive Physical Social Skill

Page 8: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

USER Tool Task

O05

Page 9: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Fun !Why did it take that long to figure it out?

Page 10: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Image: http://www.media.mit.edu/gnl/projects/storymat/

StoryMat

Squeeze to recordReplay starts automatically based on place on the mat

Page 11: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

StoryRooms

Images: http://www.cs.umd.edu/hcil/kiddesign/storyrooms.shtml

Children create the set

Children can program the interaction

Page 12: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop
Page 13: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

POGO WorldBeamer Cards Mumbos

Page 14: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Making movies motivates children

to dwell in their story andstep back to view it

Helps the cognitive juices flow

Page 15: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Images: http://web.media.mit.edu/~cati/portfolio/MovingPictures.html

Moving Pictures

Camera

Tokens

Tabletop

Display

Page 16: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Making movies is fun…

But this is foremost about telling a story.

Page 17: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Picture this!Uses the child’s

toys

Gestural language to control capturing and editing of video

Images: http://web.media.mit.edu/~cati/portfolio/PictureThis_research.html

Page 18: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

My name is Sile.Nice to meet you Fred.

Nice to meet you too.What about wanna do something?

Sure let’s go explore somewhere. Like find the Peruvian treasure. Right over there!

Images: http://web.media.mit.edu/~cati/portfolio/PictureThis_research.html

Page 19: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

What will come next?

Page 20: T rademark of  Cartoon Pizza, Inc. and Sesame Workshop

Stock Images: http://www.freedigitalphotos.net/

Bibliography:• http://www.pinkydinkydoo.com/grownups_education.html• Phillips, L. (2000) storytelling: the seeds of children's creativity. Australian

Journal of Early Childhood.• Justine Cassell (2004) Towards a model of technology and literacy development:

Story listening systems. Journal of Applied Developmental Psychology, Volume 25, Issue 1, January–February 2004, Pages 75–105 http://dx.doi.org/10.1016/j.appdev.2003.11.003

• Mona, Leigh Guha, et al. (2007) A Theoretical Model of Children's Storytelling using Physically-Oriented Technologies (SPOT) Journal of Educational Multimedia and Hypermedia 16.4: 389-410.

• Vaucelle, Cati, and Hiroshi Ishii. (2009) Play-it-by-Eye! Collect Movies and Improvise Perspectives with Tangible Video Objects. Artificial Intelligence for Engineering Design, Analysis and Manufacturing : AI EDAM 23.3: 305-16.

• Rizzo, A., Marti, P., Decortis, F., Rutgers, J., & Thursfield, P. (2003). Building narratives experiences for children through real time media manipulation: POGO world. In Funology: From Usability to Enjoyment (Blythe, M.A., Overbeeke, K., Monk A.F., & Wright, P.C., Eds.), pp. 189-199.