

Since the current oil painting, image acquisition method cannot meet the user's demand for multi-dimensional image description, and at the same time the retrieval method is too simple to perform high flexibility retrieval, we try to adopt the deep learning-based object extraction fusion method. In this paper, we study and analyse the teaching video of oil painting art through machine learning combined with virtual reality computing. Furthermore, computer science and mathematics subject are the most represented for the studies of Interactive Storytelling to explain the complexity and technicality aspects of the scientific narratives with the compelling features of the interactivity. Meanwhile, the subjects of Engineering (7.30%), Social Sciences (6.47 %), and Arts and Humanities (3.99%) contributing to the total publications of Interactive storytelling. The subject of Computer Science is majorly depicted on the studies of Interactive Storytelling (53.5%), followed with Mathematics (24.53%). The highest number of publications is observed in 2011, with a total of 71 documents (8.93%). The growth on the related publication somewhat slow from 1996 until it starts picking up in 2007 with an average of 36 publications a year since then. The identification of the dominant articles and authors are traced based on the event of the citations, publications, its location and network.
DATAVIZ PASSWORDS PLUS REVIEW SOFTWARE
A sample of 795 studies from the SCOPUS database were analysed via the VOSviewer and Harzing’s Perish or Publish software tools to distinguish research activity on interactive storytelling. This study aims to assess the evolution of publication trends in interactive storytelling between the year of 1996 to 2020 through a bibliometric analysis. Hence future research directions are call upon for the growth benefits of the research field. The field of interactive storytelling is identified as the key prospect areas of the study. The explosions of new media led the studies of interactive storytelling in the area of creative industry. Also, they mentioned their intention to continue using this resource and create lines of research to study the different aspects that could form a disciplinary proposal for an entire course based on virtual reality. The results were 72% positive for attention, 61% positive for relevance, 64% positive for trust, and 71% positive for satisfaction. The students were asked about their perception regarding the motivation and acceptance of the use of virtual reality. As an alternative solution, the following experience was carried out using virtual reality (VR) equipment, with very realistic applications that allowed 304 fourth semester high school students to have an immersive, interactive, and contextualized experience of the disciplinary contents. However, the materials and methods available are not always very adequate for example, chemistry courses involve the supervision of reagents to avoid risky situations, in addition to the costs, logistics of preparing materials, and possible adverse environmental factors. It is essential to expose students to real situations in science courses, to experience how classroom concepts are reflected in the real world. This paper shows the need to develop models for data use and representation in fields such as education and citizen empowerment. This paper reviews the current state of interactive and immersive technology (including virtual reality and alternative reality games) and of open and massive data, to highlight potential projections and propose models of data representation based on factors such as storytelling or user experience. Moreover, new disciplines such as interaction design, human-computer interaction, and user experience are needed to optimally configure the representation and design of data interaction dynamics, so that theyĬan be implemented in contexts such as education.

Technologies such as virtual reality or augmented reality present an emerging framework for visualizing, representing and understanding information. The evolution of technology is, in turn, increasing its degree of interactivity, configuring several scenarios of great complexity in which data is understood on the basis of our interaction with it at different levels. Massive and open data constitute a burgeoning field of study in the current context.
