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Technologies for interactive digital storytelling and entertainment : third international conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006 : proceedings

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Cover of 'Technologies for interactive digital storytelling and entertainment : third international conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006 : proceedings'

Table of Contents

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    Book Overview
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    Chapter 1 Believable Agents and Intelligent Story Adaptation for Interactive Storytelling
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    Chapter 2 An Event-Driven, Stochastic, Undirected Narrative (EDSUN) Framework for Interactive Contents
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    Chapter 3 A Simple Story: Using an Agents’ Based Context-Aware Architecture for Storytelling
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    Chapter 4 Hypervideo vs. Storytelling Integrating Narrative Intelligence into Hypervideo
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    Chapter 5 A Fabula Model for Emergent Narrative
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    Chapter 6 Telling Stories Through Space: The Mindstage Project
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    Chapter 7 Narratology for Interactive Storytelling: A Critical Introduction
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    Chapter 8 Insights into the Design of Computer Entertainment from Schemas in Film
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    Chapter 9 Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL
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    Chapter 10 Structuring Hypermedia Novels
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    Chapter 11 The Hacker: New Mythical Content of Narrative Games
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    Chapter 12 The Interactive Artwork as the Aesthetic Object: Aesthetic Technology Converging Technological Applications and Aesthetic Discourses
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    Chapter 13 SRST: A Storytelling Model Using Rhetorical Relations
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    Chapter 14 Scribe: A Tool for Authoring Event Driven Interactive Drama
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    Chapter 15 Integrating VR-Authoring and Context Sensing: Towards the Creation of Context-Aware Stories
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    Chapter 16 U-Create: Creative Authoring Tools for Edutainment Applications
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    Chapter 17 Towards Accessible Authoring Tools for Interactive Storytelling
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    Chapter 18 Mixed Reality Based Interactive 3D Story Composition Tool
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    Chapter 19 Sharing Knowledge in Virtual Environments
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    Chapter 20 Pre-conference Demo Workshop “Little Red Cap”: The Authoring Process in Interactive Storytelling
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    Chapter 21 Failing Believably: Toward Drama Management with Autonomous Actors in Interactive Narratives
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    Chapter 22 Personality Templates and Social Hierarchies Using Stereotypes
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    Chapter 23 INSCAPE: Emotion Expression and Experience in an Authoring Environment
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    Chapter 24 Augmenting Virtual Characters for More Natural Interaction
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    Chapter 25 Automatic Customization of Non-Player Characters Using Players Temperament
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    Chapter 26 Personalizing the Player Experience in MMORPGs
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    Chapter 27 Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG
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    Chapter 28 Communication in Multi-player Role Playing Games – The Effect of Medium
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    Chapter 29 Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game – CASE: Castle of Oulu 1651
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    Chapter 30 Ghost Worlds – Time and Consequence in MMORPGs
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    Chapter 31 Mixed Reality Installation ‘Gulliver’s World’: Interactive Content Creation in Nonlinear Exhibition Design
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    Chapter 32 Navigating by Following Stories
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    Chapter 33 A System for Event-Based Film Browsing
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    Chapter 34 Future Garden
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    Chapter 35 ARC – Towards Alternate Reality Cinema
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    Chapter 36 Interactive Audiobooks: Combining Narratives with Game Elements
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    Chapter 37 CitizenTalk: Application of Chatbot Infotainment to E-Democracy
Attention for Chapter 36: Interactive Audiobooks: Combining Narratives with Game Elements
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