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<  >  naar bron Verhalen vertellen bij NASA


bron artikelBij de NASA staat ASK staat voor Academy Sharing Knowledge, een 'knowledge sharing portal'. Dit kenniscentrum is gebaseerd op het vertellen van verhalen:
  • informatie wordt binnen een bepaalde context geplaatst;
  • verhalen spreken de lezer aan;
  • niet de data, maar de verhalen zijn de bouwstenen.



• KENNIS DELEN • SOCIAAL GEDRAG •
2004-04-22, door
Darwine



Harvard Business Review 
Steve Denning heeft onlangs een mooi stuk over "verhalen vertellen" geschreven in de Harvard Business Review: .

The May issue of Harvard Business Review includes my article on the seven highest value forms of organizational storytelling, entitled "Telling Tales".
The article describes the characteristics of the seven types of stories, as well narrating how I came across each kind of story.


Steve Denning: The website for business and  organizational storytelling.
2004-05-10, door Inne ten Have

Chris Crawford 
De eerste die he4t verband legde tussen kennis en verhalen was voor mij Chris Crawford, een spelontwerper. Lees hier meer over hem en zijn ideeën.
2004-05-10, door Inne ten Have

Center for Digital Stroytelling 
A comprehensive guide on digital storytelling. The seven design elements are of particular interest.
  1. Have a distinct point of view
  2. Focus on answering the dramatic question
  3. Experiment with emotional content
  4. Use the gift of your voice
  5. Utilize the power of the soundtrack
  6. Economize the use of the visual and auditory information
  7. Be conscious of the pace and rhythm of your story

2004-05-18, door Inne ten Have

Transom.org 
Transom.org is an experiment in channeling new work and voices to public radio through the Internet, and for discussing that work, and encouraging more. We've designed Transom.org as a performance space, an open editorial session, an audition stage, a library, and a hangout. Our purpose is to create a worthy Internet site and make public radio better.
2004-05-18, door Inne ten Have

Storytelling and Knowledge Management: A Serial in Six Parts 
Many people have written about the role of stories in knowledge management including Steve Denning and David Snowden. Here are some updated thoughts first offered in the earlier days of KM. A previous version of this post appeared in an article in December 1998 issue of Knowledge Management which I co-authored with Michael Reilly and Trisha Matarazzo. This six part serial updates this work with stuff that has occurred since it first appeared and supplies links. After discussing the power of stories in the next segment, it concludes with four major uses of stories for organizations. This serial follows the positive reaction to the history of KM serial.

We began with a quote from Jean Luc Godard:
Sometime reality is too complex. Stories give it form.

2004-08-06, door Inne ten Have

Media In Transition, MIT4 The Work of Stories 
The fourth Media in Transition conference, May 6-8, 2005, explored storytelling as a cultural practice

Some say storytelling is at the heart of social life and personal identity. It is common today to speak of political candidates' "competing narratives," or of a group or culture's need to invent "a new narrative" for changing times. Stories are embedded in our commercials and our newscasts. Ancient narratives of humiliation and revenge are said to drive the lives of millions. New and emerging technologies have given global reach to stories old and new.

This fourth Media in Transition conference explores storytelling as a cultural practice, a social and political activity as well as an art form.

We want to talk about why some stories last, how they migrate across media forms within their own societies as well as other cultures and historical eras. We hope to encourage speculation about the ways in which stories are deployed in periods of media in transition, and about the way some stories easily inhabit different media simultaneously while other stories seem less adaptable.

We aim to stimulate a conversation among scholars, journalists and media professionals who may often speak only to their own tribal groups.

2005-08-30, door Inne ten Have

Chris Crawford - Bridging the two-cultures chasm 
Een verslag van het "Inovative Game Design Symposium" feb 2005 in Maastricht.

De lezing van Chris Crawford was indrukwekkend: Leonardo da Vinci als kunstenaar zo gefascineerd door zijn missie dat hij bereid was te studeren en (taboe!) lijken te ontleden om meer te weten te komen over anatomie. Welke kunstenaar is nu zo gefascineerd door computers dat hij bereid is te praten met een nerd?

Lees verder...
Gepubliceerd door Joost Ronkes Agerbeek, meer te vinden bij William Willing
2006-03-22, door Inne ten Have

Dream Machines 
Will Wright explains how games are unleashing the human imagination.
The human imagination is an amazing thing. As children, we spend much of our time in imaginary worlds, substituting toys and make-believe for the real surroundings that we are just beginning to explore and understand. As we play, we learn. And as we grow, our play gets more complicated. We add rules and goals. The result is something we call games.

Now an entire generation has grown up with a different set of games than any before it - and it plays these games in different ways. Just watch a kid with a new videogame. The last thing they do is read the manual. Instead, they pick up the controller and start mashing buttons to see what happens. This isn't a random process; it's the essence of the scientific method. Through trial and error, players build a model of the underlying game based on empirical evidence collected through play. As the players refine this model, they begin to master the game world. It's a rapid cycle of hypothesis, experiment, and analysis. And it's a fundamentally different take on problem-solving than the linear, read-the-manual-first approach of their parents.


Lees verder...
Geschreven door Will Wright op WIRED
2006-03-22, door Inne ten Have

Reasoning and storytelling 
Reasons arise out of situations and roles. Imagine the following possible responses to one person’s knocking some books off the desk of another:
  1. Sorry, buddy. I’m just plain awkward.
  2. I’m sorry. I didn’t see your book.
  3. Nuts! I did it again.
  4. Why did you put that book there?
  5. I told you to stack up your books neatly.
The lesson is not that the kind of person who uses reason No. 1 or No. 2 is polite and the kind of person who uses reason No. 4 or No. 5 is a jerk. The point is that any of us might use any of those five reasons depending on our relation to the person whose books we knocked over. Reason-giving reflects, establishes, repairs, and negotiates relationships.


Lees verder...
Een artikel uit de New Yorker van Malcolm Gladwell genaamd
Here’s Why: A sociologist offers an anatomy of explanations.
2006-04-03, door Inne ten Have

Video Games are Dead: A Chat with Storytronics Guru Chris Crawford 
Chris Crawford earned his gaming stripes by working for Atari as a game designer in 1979. Following the company’s collapse in 1984, Crawford went on to publish several simulation titles for the Macintosh. In 1982 he wrote “The Art of Computer Game Design,” considered by many to be a classic in its genre.

In 1992 Crawford left the arena of commercial game design and focused his time and energy on the concept of interactive storytelling. He took some time to speak with Gamasutra on the concepts behind it and his project, Storytronics, which is now 14 years in the making.


Lees verder...
Gepubliceerd op Gamasutra
2006-06-14, door Inne ten Have

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