Technologies for Interactive Digital Storytelling and Entertainment
Springer Berlin (Verlag)
978-3-540-49934-3 (ISBN)
Interactive Narrative Systems.- Believable Agents and Intelligent Story Adaptation for Interactive Storytelling.- An Event-Driven, Stochastic, Undirected Narrative (EDSUN) Framework for Interactive Contents.- A Simple Story: Using an Agents’ Based Context-Aware Architecture for Storytelling.- Hypervideo vs. Storytelling Integrating Narrative Intelligence into Hypervideo.- A Fabula Model for Emergent Narrative.- Telling Stories Through Space: The Mindstage Project.- Theory.- Narratology for Interactive Storytelling: A Critical Introduction.- Insights into the Design of Computer Entertainment from Schemas in Film.- Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL.- Structuring Hypermedia Novels.- The Hacker: New Mythical Content of Narrative Games.- The Interactive Artwork as the Aesthetic Object: Aesthetic Technology Converging Technological Applications and Aesthetic Discourses.- SRST: A Storytelling Model Using Rhetorical Relations.- Story Authoring.- Scribe: A Tool for Authoring Event Driven Interactive Drama.- Integrating VR-Authoring and Context Sensing: Towards the Creation of Context-Aware Stories.- U-Create: Creative Authoring Tools for Edutainment Applications.- Towards Accessible Authoring Tools for Interactive Storytelling.- Mixed Reality Based Interactive 3D Story Composition Tool.- Sharing Knowledge in Virtual Environments.- Pre-conference Demo Workshop “Little Red Cap”: The Authoring Process in Interactive Storytelling.- Virtual Characters.- Failing Believably: Toward Drama Management with Autonomous Actors in Interactive Narratives.- Personality Templates and Social Hierarchies Using Stereotypes.- INSCAPE: Emotion Expression and Experience in an Authoring Environment.- Augmenting Virtual Characters for More NaturalInteraction.- Automatic Customization of Non-Player Characters Using Players Temperament.- Storytelling and Games.- Personalizing the Player Experience in MMORPGs.- Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG.- Communication in Multi-player Role Playing Games – The Effect of Medium.- Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game – CASE: Castle of Oulu 1651.- Ghost Worlds – Time and Consequence in MMORPGs.- Applications.- Mixed Reality Installation ‘Gulliver’s World’: Interactive Content Creation in Nonlinear Exhibition Design.- Navigating by Following Stories.- A System for Event-Based Film Browsing.- Future Garden.- ARC – Towards Alternate Reality Cinema.- Interactive Audiobooks: Combining Narratives with Game Elements.- CitizenTalk: Application of Chatbot Infotainment to E-Democracy.
Erscheint lt. Verlag | 27.11.2006 |
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Reihe/Serie | Lecture Notes in Computer Science | Programming and Software Engineering |
Zusatzinfo | X, 390 p. |
Verlagsort | Berlin |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 558 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Schlagworte | Agents • Animation • augmented reality • Authoring • Autonomous Actors • Computer Games • Edutainment • emotional characters • Entertainment Computing • Haptic Interfaces • interactive art • Interactive Digital Storytelling • mixed reality • mobile hci • narrative syst • narrative systems • Natural Language Processing • role-playing games • virtual characters • Virtual Reality • Virtual Storytelling |
ISBN-10 | 3-540-49934-2 / 3540499342 |
ISBN-13 | 978-3-540-49934-3 / 9783540499343 |
Zustand | Neuware |
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