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Interactive Storytelling

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Cover of 'Interactive Storytelling'

Table of Contents

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    Book Overview
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    Chapter 1 Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality
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    Chapter 2 A Model for Analyzing Diegesis in Digital Narrative Games
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    Chapter 3 An Educational Program in Interactive Narrative Design
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    Chapter 4 Challenges of IDN Research and Teaching
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    Chapter 5 Is “Citizen Kane” Moment Coming? - A Research on Chinese VR Documentary Practice and Storytelling
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    Chapter 6 Someone Else’s Story: An Ethical Approach to Interactive Narrative Design for Cultural Heritage
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    Chapter 7 Practical Insights for XR Devised Performances
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    Chapter 8 Using Ink and Interactive Fiction to Teach Interactive Design
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    Chapter 9 How Relevant Is Your Choice?
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    Chapter 10 Designing and Developing Interactive Narratives for Collaborative Problem-Based Learning
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    Chapter 11 The ‘Angstfabriek’ Experience: Factoring Fear into Transformative Interactive Narrative Design
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    Chapter 12 Spaceline: A Concept for Interaction in Cinematic Virtual Reality
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    Chapter 13 Facilitating Information Exploration of Archival Library Materials Through Multi-modal Storytelling
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    Chapter 14 The Impact of Multi-character Story Distribution and Gesture on Children’s Engagement
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    Chapter 15 Dungeon on the Move: A Case Study of a Procedurally Driven Narrative Project in Progress
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    Chapter 16 Choose Your Permanent Adventure: Towards a Framework for Irreversible Storygames
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    Chapter 17 The Potential of Interactive Digital Narratives. Agency and Multiple Perspectives in Last Hijack Interactive
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    Chapter 18 Leveraging Machinima to Characterize Comprehension of Character Motivation
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    Chapter 19 Narrative Urgency: Motivating Action in Interactive Digital Media
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    Chapter 20 “What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism in Variable State’s Virginia
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    Chapter 21 The Story We Cannot See: On How a Retelling Relates to Its Afterstory
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    Chapter 22 “Well, That was Quick” – Towards Storyworld Adaptivity that Reacts to Players as People
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    Chapter 23 A Spectrum of Audience Interactivity for Entertainment Domains
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    Chapter 24 Towards Intelligent Interactive Theatre: Drama Management as a Way of Handling Performance
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    Chapter 25 Towards Procedural Generation of Narrative Puzzles for Adventure Games
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    Chapter 26 JUNGLE: An Interactive Visual Platform for Collaborative Creation and Consumption of Nonlinear Transmedia Stories
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    Chapter 27 Felt: A Simple Story Sifter
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    Chapter 28 Toolkit for the Creation of a Drama Dataset
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    Chapter 29 Villanelle: An Authoring Tool for Autonomous Characters in Interactive Fiction
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    Chapter 30 A Hierarchical Approach for Visual Storytelling Using Image Description
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    Chapter 31 A Knowledge Representation for Planning-Based Story Generation Applied to the Manual and Automatic Encoding of Plot
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    Chapter 32 ShowRunner: A Tool for Storyline Execution/Visualization in 3D Game Environments
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    Chapter 33 Using VR to Simulate Interactable AR Storytelling
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    Chapter 34 Firebolt: A System for Automated Low-Level Cinematic Narrative Realization
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    Chapter 35 Interactive Narrative Generation Using Location and Genre Specific Context
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    Chapter 36 Emotion-Based Story Event Clustering
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    Chapter 37 Embodying Cognitive Processes in Storytelling Interfaces for Children
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    Chapter 38 Towards a Gesture-Based Story Authoring System: Design Implications from Feature Analysis of Iconic Gestures During Storytelling
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    Chapter 39 When Did I Lose Them? Using Process Mining to Study User Engagement in Interactive Digital Narratives
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    Chapter 40 Effects of Higher Interactivity on the Interactive Narrative Experience: An Experimental Study
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    Chapter 41 Towards a Quality Framework for Immersive Media Experiences: A Holistic Approach
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    Chapter 42 The Effects of Interactive Emotional Priming on Storytelling: An Exploratory Study
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    Chapter 43 Cognitive Training for Older Adults with a Dialogue-Based, Robot-Facilitated Storytelling System
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    Chapter 44 Companionship Games: A Framework for Emotionally Engaging and Empathetic Interactive Characters
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    Chapter 45 Towards Design Principles for Fashion in Interactive Emergent Narrative
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    Chapter 46 A Design Framework for Learning About Representation in Video Games Through Modification of Narrative and Gameplay
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    Chapter 47 The Book of Endless History: Authorial Use of GPT2 for Interactive Storytelling
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Interactive Storytelling
Published by
Springer International Publishing, January 2019
DOI 10.1007/978-3-030-33894-7
978-3-03-033893-0, 978-3-03-033894-7

Rogelio E. Cardona-Rivera, Anne Sullivan, R. Michael Young

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The data shown below were collected from the profiles of 19 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 15 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 15 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 5 33%
Student > Master 4 27%
Other 1 7%
Student > Bachelor 1 7%
Unknown 4 27%
Readers by discipline Count As %
Computer Science 5 33%
Arts and Humanities 3 20%
Engineering 2 13%
Social Sciences 1 7%
Unknown 4 27%