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.
Author(s): Mark O. Riedl, Andrew Stern (auth.), Stefan Göbel, Rainer Malkewitz, Ido Iurgel (eds.)
Series: Lecture Notes in Computer Science 4326
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2006
Language: English
Pages: 390
Tags: Multimedia Information Systems; User Interfaces and Human Computer Interaction; Information Systems Applications (incl.Internet); Artificial Intelligence (incl. Robotics); Computer Graphics; Media Design
Front Matter....Pages -
Believable Agents and Intelligent Story Adaptation for Interactive Storytelling....Pages 1-12
An Event-Driven, Stochastic, Undirected Narrative (EDSUN) Framework for Interactive Contents....Pages 13-24
A Simple Story: Using an Agents’ Based Context-Aware Architecture for Storytelling....Pages 25-36
Hypervideo vs. Storytelling Integrating Narrative Intelligence into Hypervideo....Pages 37-48
A Fabula Model for Emergent Narrative....Pages 49-60
Telling Stories Through Space: The Mindstage Project....Pages 61-71
Narratology for Interactive Storytelling: A Critical Introduction....Pages 72-83
Insights into the Design of Computer Entertainment from Schemas in Film....Pages 84-92
Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL....Pages 93-97
Structuring Hypermedia Novels....Pages 98-103
The Hacker: New Mythical Content of Narrative Games....Pages 104-115
The Interactive Artwork as the Aesthetic Object: Aesthetic Technology Converging Technological Applications and Aesthetic Discourses....Pages 116-126
SRST: A Storytelling Model Using Rhetorical Relations....Pages 127-138
Scribe: A Tool for Authoring Event Driven Interactive Drama....Pages 139-150
Integrating VR-Authoring and Context Sensing: Towards the Creation of Context-Aware Stories....Pages 151-162
U-Create: Creative Authoring Tools for Edutainment Applications....Pages 163-168
Towards Accessible Authoring Tools for Interactive Storytelling....Pages 169-180
Mixed Reality Based Interactive 3D Story Composition Tool....Pages 181-186
Sharing Knowledge in Virtual Environments....Pages 187-192
Pre-conference Demo Workshop “Little Red Cap”: The Authoring Process in Interactive Storytelling....Pages 193-194
Failing Believably: Toward Drama Management with Autonomous Actors in Interactive Narratives....Pages 195-206
Personality Templates and Social Hierarchies Using Stereotypes....Pages 207-218
INSCAPE: Emotion Expression and Experience in an Authoring Environment....Pages 219-230
Augmenting Virtual Characters for More Natural Interaction....Pages 231-240
Automatic Customization of Non-Player Characters Using Players Temperament....Pages 241-252
Personalizing the Player Experience in MMORPGs....Pages 253-264
Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG....Pages 265-276
Communication in Multi-player Role Playing Games – The Effect of Medium....Pages 277-288
Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game – CASE: Castle of Oulu 1651 ....Pages 289-299
Ghost Worlds – Time and Consequence in MMORPGs....Pages 300-311
Mixed Reality Installation ‘Gulliver’s World’: Interactive Content Creation in Nonlinear Exhibition Design....Pages 312-323
Navigating by Following Stories....Pages 324-333
A System for Event-Based Film Browsing....Pages 334-345
Future Garden....Pages 346-351
ARC – Towards Alternate Reality Cinema....Pages 352-357
Interactive Audiobooks: Combining Narratives with Game Elements....Pages 358-369
CitizenTalk: Application of Chatbot Infotainment to E-Democracy....Pages 370-381
Back Matter....Pages -