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Virtual Storytelling. Using Virtual Reality Technologies for Storytelling

Overview of attention for book
Cover of 'Virtual Storytelling. Using Virtual Reality Technologies for Storytelling'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    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
  33. Altmetric Badge
    Chapter 32 Dream of Mee-Luck: Aspiration for a New Dawn
  34. Altmetric Badge
    Chapter 33 Interactivity and Digital Environments: Designing a Storymap for Gormenghast Explore
Attention for Chapter 1: Virtual Reality Technology and Museum Exhibit
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Chapter title
Virtual Reality Technology and Museum Exhibit
Chapter number 1
Book title
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling
Published in
Lecture notes in computer science, January 2005
DOI 10.1007/11590361_1
Book ISBNs
978-3-54-030511-8, 978-3-54-032285-6
Authors

Michitaka Hirose

Editors

Gérard Subsol

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 66 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 4 6%
France 1 2%
Italy 1 2%
Australia 1 2%
Austria 1 2%
Greece 1 2%
Russia 1 2%
Unknown 56 85%

Demographic breakdown

Readers by professional status Count As %
Student > Master 13 20%
Researcher 11 17%
Student > Ph. D. Student 10 15%
Professor > Associate Professor 7 11%
Student > Bachelor 5 8%
Other 13 20%
Unknown 7 11%
Readers by discipline Count As %
Computer Science 19 29%
Social Sciences 15 23%
Arts and Humanities 7 11%
Design 7 11%
Engineering 6 9%
Other 4 6%
Unknown 8 12%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. 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 13 April 2017.
All research outputs
#15,383,207
of 22,886,568 outputs
Outputs from Lecture notes in computer science
#4,648
of 8,127 outputs
Outputs of similar age
#118,408
of 139,887 outputs
Outputs of similar age from Lecture notes in computer science
#91
of 132 outputs
Altmetric has tracked 22,886,568 research outputs across all sources so far. This one is in the 22nd percentile – i.e., 22% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,127 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 27th percentile – i.e., 27% of its peers scored the same or lower than it.
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 139,887 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 4th percentile – i.e., 4% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 132 others from the same source and published within six weeks on either side of this one. This one is in the 19th percentile – i.e., 19% of its contemporaries scored the same or lower than it.