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Technologies for Interactive Digital Storytelling and Entertainment : Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings / edited by Stefan Göbel, Rainer Malkewitz, Ido Iurgel.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Göbel, Stefan, editor.
Malkewitz, Rainer, editor.
Iurgel, Ido, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
LNCS sublibrary. Programming and software engineering ; SL 2, 4326.
Programming and Software Engineering ; 4326
Language:
English
Subjects (All):
Multimedia systems.
User interfaces (Computer systems).
Application software.
Artificial intelligence.
Computer graphics.
Multimedia Information Systems.
User Interfaces and Human Computer Interaction.
Information Systems Applications (incl. Internet).
Artificial Intelligence.
Computer Graphics.
Media Design.
Local Subjects:
Multimedia Information Systems.
User Interfaces and Human Computer Interaction.
Information Systems Applications (incl. Internet).
Artificial Intelligence.
Computer Graphics.
Media Design.
Physical Description:
1 online resource (X, 390 pages).
Edition:
First edition 2006.
Contained In:
Springer eBooks
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2006.
System Details:
text file PDF
Summary:
This textbook contains the proceedings from the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006). The contributions are grouped into six sections, which include subjects like virtual characters, story authoring, narrative systems, and examples of their application. During recent years, Interactive Digital Storytelling has evolved as a prospering - search topic, banding together formerly disjoined disciplines stemming from the arts and humanities as well as computer science. The subject of this book is of course strongly related to the notion of 'storytelling', which has been used as an effective means for the communication of knowledge and social values, ever since the early history of humankind. It also tries to build a bridge between current academic trends, for example, by investigating and formalizing narrative aspects of computer games, and by its developments for the experience-based design of human-media interaction in general. Starting with a scientific workshop at national level in 2000, the Digital Sto- telling group at ZGDV Darmstadt originated TIDSE, the International Conference for Technologies in Interactive Digital Storytelling and Entertainment. TIDSE 2003, TIDSE 2004, and TIDSE 2006 continued this series, and provided the latest research outcomes and indications for its usage within entertainment applications.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-540-49935-0
9783540499350
Access Restriction:
Restricted for use by site license.

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