Technologies for Interactive Digital Storytelling and Entertainment: Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings

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Stefan Göbel, Rainer Malkewitz, Ido Iurgel
Springer Science & Business Media, 27.11.2006 - 390 Seiten
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.
 

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Inhalt

Interactive Narrative Systems
1
Using an Agents Based ContextAware Architecture
25
A Fabula Model for Emergent Narrative
49
Theory
72
From the Magic of Lisp to the Formal
93
New Mythical Content of Narrative Games
104
A Storytelling Model Using Rhetorical Relations
127
Towards the Creation
151
Emotion Expression and Experience in an Authoring
219
Automatic Customization of NonPlayer Characters Using Players
241
Plot Clusters Intertwined and Replayable Storyline Components
265
Experiencing Narrative Elements Through Social Communication
289
Applications
310
Navigating by Following Stories
324
A System for EventBased Film Browsing
334
ARC Towards Alternate Reality Cinema
352

Towards Accessible Authoring Tools for Interactive Storytelling
169
Sharing Knowledge in Virtual Environments
187
Personality Templates and Social Hierarchies Using Stereotypes
207
Application of Chatbot Infotainment to EDemocracy
370
Author Index
383
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