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Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling

Overview of attention for book
Cover of 'Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling'

Table of Contents

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    Book Overview
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    Chapter 1 Seizing Power: Shaders and Storytellers
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    Chapter 2 Real-Time Lighting Design for Interactive Narrative
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    Chapter 3 Interactive Out-of-Core Visualisation of Very Large Landscapes on Commodity Graphics Platform
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    Chapter 4 A Cinematography System for Virtual Storytelling
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    Chapter 5 Authoring Highly Generative Interactive Drama
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    Chapter 6 Character-Focused Narrative Generation for Execution in Virtual Worlds
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    Chapter 7 Managing Authorship in Plot Conduction
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    Chapter 8 Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas
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    Chapter 9 From the Necessity of Film Closure to Inherent VR Wideness
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    Chapter 10 Virtual StoryTelling: A Methodology for Developing Believable Communication Skills in Virtual Actors
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    Chapter 11 Stories in Space: The Concept of the Story Map
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    Chapter 12 Mediating Action and Background Music
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    Chapter 13 The Effects of Mediation in a Storytelling Virtual Environment
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    Chapter 14 Context Design and Cinematic Mediation in Cuthbert Hall Virtual Environment
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    Chapter 15 Group Interaction and VR Storytelling in Museums
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    Chapter 16 Beyond Human, Avatar as Multimedia Expression
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    Chapter 17 Building Virtual Actors Who Can Really Act
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    Chapter 18 The V-Man Project: Toward Autonomous Virtual Characters
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    Chapter 19 Tell Me That Bit Again... Bringing Interactivity to a Virtual Storyteller
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    Chapter 20 A New Automated Workflow for 3D Character Creation Based on 3D Scanned Data
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    Chapter 21 Using Motivation-Driven Continuous Planning to Control the Behaviour of Virtual Agents
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    Chapter 22 The Art of Mixing Realities
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    Chapter 23 ”Just Talking about Art” – Creating Virtual Storytelling Experiences in Mixed Reality
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    Chapter 24 Users Acting in Mixed Reality Interactive Storytelling
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    Chapter 25 Is Seeing Touching? Mixed Reality Interaction and Involvement Modalities
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    Chapter 26 Using Virtual Reality for ”New Clowns”
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    Chapter 27 Storytelling for Recreating Our Selves: ZENetic Computer
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    Chapter 28 A Distributed Virtual Storytelling System for Firefighters Training
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    Chapter 29 CITYCLUSTER ”From the Renaissance to the Megabyte Networking Age” A Virtual Reality & High Speed Networking Project
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    Chapter 30 A Storytelling Concept for Digital Heritage Exchange in Virtual Environments
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (81st percentile)
  • High Attention Score compared to outputs of the same age and source (83rd percentile)

Mentioned by

2 tweeters
2 patents

Readers on

10 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling
Published by
Lecture notes in computer science, January 2003
DOI 10.1007/b94275
978-3-54-020535-7, 978-3-54-040014-1

Olivier Balet, Gérard Subsol, Patrice Torguet


Balet, Olivier, Subsol, Gérard, Torguet, Patrice

Twitter Demographics

The data shown below were collected from the profiles of 2 tweeters 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 10 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 20%
United Kingdom 1 10%
Unknown 7 70%

Demographic breakdown

Readers by professional status Count As %
Student > Master 4 40%
Professor > Associate Professor 2 20%
Student > Ph. D. Student 1 10%
Professor 1 10%
Researcher 1 10%
Other 1 10%
Readers by discipline Count As %
Computer Science 5 50%
Arts and Humanities 2 20%
Psychology 1 10%
Social Sciences 1 10%
Unknown 1 10%

Attention Score in Context

This research output has an Altmetric Attention Score of 8. 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 05 July 2018.
All research outputs
of 14,800,128 outputs
Outputs from Lecture notes in computer science
of 7,500 outputs
Outputs of similar age
of 363,180 outputs
Outputs of similar age from Lecture notes in computer science
of 1,126 outputs
Altmetric has tracked 14,800,128 research outputs across all sources so far. Compared to these this one has done well and is in the 83rd percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 7,500 research outputs from this source. They receive a mean Attention Score of 4.5. This one has done well, scoring higher than 89% 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 363,180 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 81% of its contemporaries.
We're also able to compare this research output to 1,126 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 83% of its contemporaries.