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Virtual Storytelling. Using Virtual Reality Technologies for Storytelling

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Cover of 'Virtual Storytelling. Using Virtual Reality Technologies for Storytelling'

Table of Contents

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    Book Overview
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    Chapter 1 Virtual Reality Technology and Museum Exhibit
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    Chapter 2 A Context-Based Storytelling with a Responsive Multimedia System (RMS)
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    Chapter 3 FELIX 3D Display: Human-Machine Interface for Interactive Real Three-Dimensional Imaging
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    Chapter 4 Proposing Daily Visual Feedback as an Aide to Reach Personal Goals
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    Chapter 5 Sound Navigation in PHASE Installation: Producing Music as Performing a Game Using Haptic Feedback
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    Chapter 6 Action Planning for Virtual Human Performances
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    Chapter 7 An Emotional Architecture for Virtual Characters
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    Chapter 8 Generating Verbal and Nonverbal Utterances for Virtual Characters
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    Chapter 9 Scenejo – An Interactive Storytelling Platform
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    Chapter 10 Did It Make You Cry? Creating Dramatic Agency in Immersive Environments
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    Chapter 11 Virtual Storytelling. Using Virtual Reality Technologies for Storytelling
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    Chapter 12 Emotional Spectrum Developed by Virtual Storytelling
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    Chapter 13 The Control of Agents’ Expressivity in Interactive Drama
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    Chapter 14 Agency and the “Emotion Machine”
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    Chapter 15 Environment Expression: Telling Stories Through Cameras, Lights and Music
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    Chapter 16 Toward Interactive Narrative
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    Chapter 17 Managing a Non-linear Scenario – A Narrative Evolution
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    Chapter 18 Motif Definition and Classification to Structure Non-linear Plots and to Control the Narrative Flow in Interactive Dramas
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    Chapter 19 INSCAPE: Storymodels for Interactive Storytelling and Edutainment Applications
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    Chapter 20 Meta-Data for Interactive Storytelling
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    Chapter 21 Embodied Reporting Agents as an Approach to Creating Narratives from Live Virtual Worlds
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    Chapter 22 Telling Stories Knowing Nothing: Tackling the Lack of Common Sense Knowledge in Story Generation Systems
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    Chapter 23 How Do We Build This Thing?: Imagining Frameworks for Personal Narratives
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    Chapter 24 Beneficial Dependencies: Design Principles for Narrative Games
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    Chapter 25 Storytelling for the Small Screen: Authoring and Producing Reconfigurable Cinematic Narrative for Sit-Back Enjoyment
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    Chapter 26 The Role of Tangibles in Interactive Storytelling
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    Chapter 27 Enabling Communications-Based Interactive Storytelling Through a Tangible Mapping Approach
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    Chapter 28 A Multidimensional Scale Model to Measure the Interactivity of Virtual Storytelling
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    Chapter 29 The Rapunsel Project
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    Chapter 30 Automatic Conversion from E-Content into Virtual Storytelling
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    Chapter 31 The Lost Cosmonaut: An Interactive Narrative Environment on the Basis of Digitally Enhanced Paper
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    Chapter 32 Dream of Mee-Luck: Aspiration for a New Dawn
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    Chapter 33 Interactivity and Digital Environments: Designing a Storymap for Gormenghast Explore
Overall attention for this book and its chapters
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Mentioned by

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1 tweeter
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2 Wikipedia pages

Citations

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2 Dimensions

Readers on

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110 Mendeley
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Title
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling
Published by
Springer Berlin Heidelberg, January 2005
DOI 10.1007/11590361
ISBNs
978-3-54-030511-8, 978-3-54-032285-6
Editors

Gérard Subsol

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 110 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Portugal 3 3%
Germany 2 2%
France 1 <1%
Turkey 1 <1%
United Kingdom 1 <1%
Canada 1 <1%
Egypt 1 <1%
United States 1 <1%
Unknown 99 90%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 35 32%
Student > Master 20 18%
Student > Doctoral Student 9 8%
Researcher 8 7%
Student > Bachelor 8 7%
Other 20 18%
Unknown 10 9%
Readers by discipline Count As %
Computer Science 35 32%
Arts and Humanities 18 16%
Social Sciences 15 14%
Design 14 13%
Engineering 9 8%
Other 7 6%
Unknown 12 11%