Technologies for Interactive Digital Storytelling and Entertainment

Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings
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598 g
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235x155x22 mm
Beschreibung:

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 Natural Interaction.- 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.
This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.

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