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Technologies for Interactive Digital Storytelling and Entertainment

Overview of attention for book
Cover of 'Technologies for Interactive Digital Storytelling and Entertainment'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Embodied Agents and Meaningful Motion
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    Chapter 2 Natural Language Understanding in Façade: Surface-Text Processing
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    Chapter 3 Stepping into the Interactive Drama
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    Chapter 4 From Another Point of View: Art-E-Fact
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    Chapter 5 1, 2, 3 .... Action! Directing Real Actors and Virtual Characters
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    Chapter 6 Object Oriented Prompted Play (O2P2): A Pragmatic Approach to Interactive Narrative
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    Chapter 7 Transferring Game Mastering Laws to Interactive Digital Storytelling
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    Chapter 8 Narrativity of User Experience
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    Chapter 9 Integrated Decision Points for Interactive Movies
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    Chapter 10 Autonomous Virtual Actors
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    Chapter 11 Virtual Human: Storytelling and Computer Graphics for a Virtual Human Platform
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    Chapter 12 Evaluation of a Virtual Narrator’s Expressiveness in Terms of Suspense Signaling
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    Chapter 13 Emotional Characters for Automatic Plot Creation
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    Chapter 14 Writing Interactive Fiction Scenarii with DraMachina
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    Chapter 15 A Toolkit for Authoring Non-linear Storytelling Environments Using Mixed Reality
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    Chapter 16 Learning from the Movie Industry: Adapting Production Processes for Storytelling in VR
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    Chapter 17 A System to Compose Movies for Cross-Cultural Storytelling: Textable Movie
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    Chapter 18 Hopstory: An Interactive, Location-Based Narrative Distributed in Space and Time
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    Chapter 19 Mobile Entertainment Computing
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    Chapter 20 StoryNet: An Educational Game for Social Skills
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    Chapter 21 Inner Earth: Towards Interaction Patterns
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    Chapter 22 Media Art Environment Geist: Integrating Traditional Painting into 3D AR Storytelling Scenario
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    Chapter 23 Conceptual Models for Interactive Digital Storytelling in Knowledge Media Applications
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    Chapter 24 Experience the Antique Olympics! An Interactive Educational Narrative
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    Chapter 25 Narrative, Game Play, and Alternative Time Structures for Virtual Environments
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    Chapter 26 Telling Stories with Dialogue Boxes to Retrieve Documents
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    Chapter 27 Mediapark: Presenting the Media Docks Luebeck with the Digital Storytelling System Jeherazade
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    Chapter 28 Scene-Driver: An Interactive Narrative Environment Using Content from an Animated Children’s Television Series
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    Chapter 29 On Distributing Interactive Storytelling: Issues of Event Synchronization and a Solution
  31. Altmetric Badge
    Chapter 30 Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film
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    Chapter 31 Exploring Narratives for Physical Play: A Pop-Up Guide to an Interactive Playground
  33. Altmetric Badge
    Chapter 32 Beyond Manzanar: Creating Dramatic Structure in Ergodic Narratives
  34. Altmetric Badge
    Chapter 33 Poetics of Voicemail: The Tree-Structured Narrative of BirthData
  35. Altmetric Badge
    Chapter 34 Libro Vision: Gesture-Controlled Virtual Book
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    Chapter 35 DinoHunter: Platform for Mobile Edutainment Applications in Museums
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    Chapter 36 An Example for Location Sensitive Media Integration: Re-discovering the Place Itself as a Medium by Adding Technology
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    Chapter 37 Monotony: An Experimental Interactive Narrative
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    Chapter 38 The Fabulous Adventures of MC Walker: Conceptual Videogame
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    Chapter 39 Janus – Keeper of the Gate to the Otherworld
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    Chapter 40 Oral Tradition versus Digital Storytelling: On Educational Effects of Middle European Folk Tales and Their Value for Digital Storytelling
  42. Altmetric Badge
    Chapter 41 Antiziganism and Persecution of the Sinti and Roma from the Late Middle Ages to the 20 th Century
Attention for Chapter 25: Narrative, Game Play, and Alternative Time Structures for Virtual Environments
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About this Attention Score

  • Average Attention Score compared to outputs of the same age and source

Mentioned by

wikipedia
5 Wikipedia pages

Citations

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5 Dimensions

Readers on

mendeley
69 Mendeley
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Chapter title
Narrative, Game Play, and Alternative Time Structures for Virtual Environments
Chapter number 25
Book title
Technologies for Interactive Digital Storytelling and Entertainment
Published in
Lecture notes in computer science, June 2004
DOI 10.1007/978-3-540-27797-2_25
Book ISBNs
978-3-54-022283-5, 978-3-54-027797-2
Authors

Craig A. Lindley, Lindley, Craig A.

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 69 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 5 7%
France 2 3%
Germany 1 1%
Portugal 1 1%
Canada 1 1%
Australia 1 1%
Greece 1 1%
Russia 1 1%
Unknown 56 81%

Demographic breakdown

Readers by professional status Count As %
Student > Master 14 20%
Researcher 13 19%
Student > Bachelor 11 16%
Student > Ph. D. Student 9 13%
Other 5 7%
Other 12 17%
Unknown 5 7%
Readers by discipline Count As %
Computer Science 19 28%
Social Sciences 17 25%
Arts and Humanities 9 13%
Design 6 9%
Psychology 6 9%
Other 5 7%
Unknown 7 10%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 November 2019.
All research outputs
#7,452,489
of 22,783,848 outputs
Outputs from Lecture notes in computer science
#2,485
of 8,124 outputs
Outputs of similar age
#18,712
of 54,192 outputs
Outputs of similar age from Lecture notes in computer science
#3
of 28 outputs
Altmetric has tracked 22,783,848 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,124 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 55% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 54,192 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 12th percentile – i.e., 12% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 28 others from the same source and published within six weeks on either side of this one. This one is in the 46th percentile – i.e., 46% of its contemporaries scored the same or lower than it.