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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 28: Communication in Multi-player Role Playing Games – The Effect of Medium
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Chapter title
Communication in Multi-player Role Playing Games – The Effect of Medium
Chapter number 28
Book title
Technologies for Interactive Digital Storytelling and Entertainment
Published in
Lecture notes in computer science, January 2006
DOI 10.1007/11944577_28
Book ISBNs
978-3-54-049934-3, 978-3-54-049935-0
Authors

Tychsen, Anders, Smith, Jonas Heide, Hitchens, Michael, Tosca, Susana, Anders Tychsen, Jonas Heide Smith, Michael Hitchens, Susana Tosca

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 46 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 2 4%
Portugal 1 2%
Ecuador 1 2%
United Kingdom 1 2%
Denmark 1 2%
Spain 1 2%
Greece 1 2%
United States 1 2%
Unknown 37 80%

Demographic breakdown

Readers by professional status Count As %
Student > Master 12 26%
Student > Ph. D. Student 11 24%
Researcher 6 13%
Student > Bachelor 3 7%
Student > Doctoral Student 2 4%
Other 7 15%
Unknown 5 11%
Readers by discipline Count As %
Computer Science 22 48%
Social Sciences 8 17%
Arts and Humanities 6 13%
Design 4 9%
Agricultural and Biological Sciences 1 2%
Other 0 0%
Unknown 5 11%