Virtual Storytelling. Using Virtual Reality Technologies for Storytelling: Third International Conference, VS 2005, Strasbourg, France, November 30-December 2, 2005, Proceedings

Author:   Gérard Subsol
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   2005 ed.
Volume:   3805
ISBN:  

9783540305118


Pages:   292
Publication Date:   24 November 2005
Format:   Paperback
Availability:   In Print   Availability explained
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Virtual Storytelling. Using Virtual Reality Technologies for Storytelling: Third International Conference, VS 2005, Strasbourg, France, November 30-December 2, 2005, Proceedings


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Overview

The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Full Product Details

Author:   Gérard Subsol
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   2005 ed.
Volume:   3805
Dimensions:   Width: 15.50cm , Height: 1.60cm , Length: 23.50cm
Weight:   0.960kg
ISBN:  

9783540305118


ISBN 10:   3540305114
Pages:   292
Publication Date:   24 November 2005
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Virtual Reality Technologies.- Virtual Reality Technology and Museum Exhibit.- A Context-Based Storytelling with a Responsive Multimedia System (RMS).- FELIX 3D Display: Human-Machine Interface for Interactive Real Three-Dimensional Imaging.- Proposing Daily Visual Feedback as an Aide to Reach Personal Goals.- Sound Navigation in PHASE Installation: Producing Music as Performing a Game Using Haptic Feedback.- Virtual Characters.- Action Planning for Virtual Human Performances.- An Emotional Architecture for Virtual Characters.- Generating Verbal and Nonverbal Utterances for Virtual Characters.- Scenejo – An Interactive Storytelling Platform.- Drama and Emotion.- Did It Make You Cry? Creating Dramatic Agency in Immersive Environments.- Formal Encoding of Drama Ontology.- Emotional Spectrum Developed by Virtual Storytelling.- The Control of Agents’ Expressivity in Interactive Drama.- Agency and the “Emotion Machine”.- Environment Expression: Telling Stories Through Cameras, Lights and Music.- Interactive Digital Storytelling.- Toward Interactive Narrative.- Managing a Non-linear Scenario – A Narrative Evolution.- Motif Definition and Classification to Structure Non-linear Plots and to Control the Narrative Flow in Interactive Dramas.- INSCAPE: Storymodels for Interactive Storytelling and Edutainment Applications.- Meta-Data for Interactive Storytelling.- New Ways of Narrative.- Embodied Reporting Agents as an Approach to Creating Narratives from Live Virtual Worlds.- Telling Stories Knowing Nothing: Tackling the Lack of Common Sense Knowledge in Story Generation Systems.- How Do We Build This Thing?: Imagining Frameworks for Personal Narratives.- Beneficial Dependencies: Design Principles for Narrative Games.- Storytelling for the Small Screen: Authoring andProducing Reconfigurable Cinematic Narrative for Sit-Back Enjoyment.- Interactivity.- The Role of Tangibles in Interactive Storytelling.- Enabling Communications-Based Interactive Storytelling Through a Tangible Mapping Approach.- A Multidimensional Scale Model to Measure the Interactivity of Virtual Storytelling.- Applications.- The Rapunsel Project.- Automatic Conversion from E-Content into Virtual Storytelling.- The Lost Cosmonaut: An Interactive Narrative Environment on the Basis of Digitally Enhanced Paper.- Dream of Mee-Luck: Aspiration for a New Dawn.- Interactivity and Digital Environments: Designing a Storymap for Gormenghast Explore .

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