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Interactive Storytelling

Overview of attention for book
Cover of 'Interactive Storytelling'

Table of Contents

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    Book Overview
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    Chapter 1 Research in Interactive Drama Environments, Role-Play and Story-Telling
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    Chapter 2 Why Paris Needs Hector and Lancelot Needs Mordred: Using Traditional Narrative Roles and Functions for Dramatic Compression in Interactive Narrative
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    Chapter 3 Agent-Oriented Methodology for Interactive Storytelling (AOMIS)
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    Chapter 4 Back-Leading through Character Status in Interactive Storytelling
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    Chapter 5 Rereading in Interactive Stories: Constraints on Agency and Procedural Variation
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    Chapter 6 A Method for Transferring Probabilistic User Models between Environments
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    Chapter 7 Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Role
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    Chapter 8 Supporting Rereadability through Narrative Play
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    Chapter 9 Extensible Tools for Practical Experiments in IDN: The Advanced Stories Authoring and Presentation System
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    Chapter 10 A Knowledge-Based Framework for the Collaborative Improvisation of Scene Introductions
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    Chapter 11 A New Approach to Social Behavior Simulation: The Mask Model
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    Chapter 12 Perceived or Not Perceived: Film Character Models for Expressive NLG
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    Chapter 13 Interactive Storytelling
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    Chapter 14 Adaptive Storytelling and Story Repair in a Dynamic Environment
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    Chapter 15 Director Agent Intervention Strategies for Interactive Narrative Environments
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    Chapter 16 “I’m Sure I Made the Right Choice!” - Towards an Architecture to Influence Player’s Behaviors in Interactive Stories
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    Chapter 17 A Computational Model for Finding the Tilt in an Improvised Scene
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    Chapter 18 Extending CRPGs as an Interactive Storytelling Form
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    Chapter 19 Framing Storytelling with Games
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    Chapter 20 Socially Optimized Learning in Virtual Environments (SOLVE)
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    Chapter 21 Event-Centric Control for Background Agents
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    Chapter 22 Multi-user Interactive Drama: A Micro User Drama in Process
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    Chapter 23 Full Body Gestures Enhancing a Game Book for Interactive Story Telling
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    Chapter 24 Hooked! – Evaluating Engagement as Continuation Desire in Interactive Narratives
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    Chapter 25 StoryStream: Unrestricted Mobile Exploration of City Neighbourhoods Enriched by the Oral Presentation of User-Generated Stories
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    Chapter 26 Exploration of User Reactions to Different Dialog-Based Interaction Styles
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    Chapter 27 How Authors Benefit from Linear Logic in the Authoring Process of Interactive Storyworlds
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    Chapter 28 Imagining New Design Spaces for Interactive Digital Storytelling
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    Chapter 29 A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories
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    Chapter 30 Scaling Mobile Alternate Reality Games with Geo-location Translation
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    Chapter 31 Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade
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    Chapter 32 Adaptive Art – A Shape Language Driven Approach to Communicate Dramaturgy and Mood
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    Chapter 33 assimilate: An Interface for Collaborative Narrative Construction
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    Chapter 34 Calliope: A Portable Stage for Co-creative Storytelling
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    Chapter 35 Computational Model of Film Editing for Interactive Storytelling
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    Chapter 36 HIP-Storytelling: Hand Interactive Projection for Storytelling
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    Chapter 37 Interactive Non-Fiction: Towards a New Approach for Storytelling in Digital Journalism
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    Chapter 38 Multi-user Interactive Drama: The Macro View - Three Structural Layers
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    Chapter 39 Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games
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    Chapter 40 Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games
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    Chapter 41 Specification of an Open Architecture for Interactive Storytelling
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    Chapter 42 StoryFactory – A Tool for Scripting Machinimas in Unreal Engine 2 and UDK
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    Chapter 43 Structuring Narrative Interaction: What We Can Learn from Heavy Rain
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    Chapter 44 Surround Vision – A Hand-Held Screen for Accessing Peripheral Content around a Main Screen
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    Chapter 45 The Reading Glove: A Non-linear Adaptive Tangible Narrative
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    Chapter 46 Values Impacting the Design of an Adaptive Educational Storybook
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    Chapter 47 Voodoo: A System That Allows Children to Create Animated Stories with Action Figures as Interface
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    Chapter 48 Arithmetic Methods in Personality Modeling
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    Chapter 49 Towards a Unified Theory for Interactive Digital Storytelling - Classifying Artifacts: A Workshop at ICIDS 2011
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    Chapter 50 The User Experience of Interactive Digital Storytelling: Theory and Measurement
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    Chapter 51 “Making Interactive Stories Meaningful” Workshop on Story and Character Development through Theatre Games
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    Chapter 52 Sharing Interactive Digital Storytelling Technologies
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    Chapter 53 Rummaging in the Geek Culture Toolbox
Overall attention for this book and its chapters
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1 Wikipedia page

Citations

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Title
Interactive Storytelling
Published by
Springer Berlin Heidelberg, January 2011
DOI 10.1007/978-3-642-25289-1
ISBNs
978-3-64-225288-4, 978-3-64-225289-1
Authors

Hills, DL

Editors

Mei Si, David Thue, Elisabeth André, James C. Lester, Joshua Tanenbaum, Veronica Zammitto

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 8 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 13%
Unknown 7 88%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 3 38%
Student > Doctoral Student 1 13%
Student > Ph. D. Student 1 13%
Student > Master 1 13%
Researcher 1 13%
Other 1 13%
Readers by discipline Count As %
Computer Science 5 63%
Arts and Humanities 2 25%
Design 1 13%