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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

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    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
Attention for Chapter 17: Building Virtual Actors Who Can Really Act
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Chapter title
Building Virtual Actors Who Can Really Act
Chapter number 17
Book title
Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling
Published in
Lecture notes in computer science, November 2003
DOI 10.1007/978-3-540-40014-1_17
Book ISBNs
978-3-54-020535-7, 978-3-54-040014-1
Authors

Ken Perlin, Perlin, Ken

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

Geographical breakdown

Country Count As %
France 2 6%
United States 2 6%
Canada 2 6%
Portugal 1 3%
Australia 1 3%
Greece 1 3%
Russia 1 3%
Unknown 21 68%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 11 35%
Researcher 6 19%
Lecturer 4 13%
Student > Master 3 10%
Professor > Associate Professor 2 6%
Other 6 19%
Readers by discipline Count As %
Social Sciences 10 32%
Computer Science 8 26%
Design 7 23%
Arts and Humanities 5 16%
Psychology 1 3%
Other 0 0%
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 03 February 2013.
All research outputs
#15,262,171
of 22,694,633 outputs
Outputs from Lecture notes in computer science
#4,645
of 8,124 outputs
Outputs of similar age
#112,123
of 132,290 outputs
Outputs of similar age from Lecture notes in computer science
#81
of 114 outputs
Altmetric has tracked 22,694,633 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 8,124 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 132,290 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 114 others from the same source and published within six weeks on either side of this one. This one is in the 21st percentile – i.e., 21% of its contemporaries scored the same or lower than it.