
Interactive Storytelling
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Content
- Intro
- Title
- Preface
- Organization
- Table of Contents
- Interactive Storytelling Theory
- Research in Interactive Drama Environments, Role-Play and Story-Telling
- Introduction
- And the Holodeck?
- Structure and Interaction
- Authoring Challenges
- Evaluation
- RIDERS Activities
- References
- Why Paris Needs Hector and Lancelot Needs Mordred: Using Traditional Narrative Roles and Functions for Dramatic Compression in Interactive Narrative
- Narrative as Role and Function
- Role and Function in Computer-Based Narratives
- Parallel Instantiations of Role and Function
- Variation and Interactivity
- Narrative Traditions as Abstraction Systems
- Juxtaposing Variants
- Dramatic Compression of Role and Function in Traditional Stories
- Roles and Functions as a Framework for Interaction Mechanics
- References
- Agent-Oriented Methodology for Interactive Storytelling (AOMIS)
- Introduction
- Agent-Oriented Methodology of Interactive Storytelling
- Agents and Goals in Storytelling Multi-agent System
- Methodology Overview
- Steps to Create an Interactive Storytelling System
- Conclusions
- References
- Back-Leading through Character Status in Interactive Storytelling
- Introduction
- Related Work
- Theoretical Framework
- A Model of Status in Interactive Performance
- Conclusion and Future Work
- References
- Rereading in Interactive Stories: Constraints on Agency and Procedural Variation
- Introduction
- Related Work
- Research Problem
- Requirements to Support Rereading
- Coherence
- Selection
- Ordering
- Conclusion
- References
- New Authoring Modes
- A Method for Transferring Probabilistic User Models between Environments
- Introduction
- DODMandRelatedWork
- A Method for Cross-Domain Transfer of Probabilities
- Types of Data Available
- The Strict Utility Model for Numerical Data
- The Fechnerian UtilityModel for Probabilistic Data
- A Sample of Numerical Results
- Extension to n-Choice Alternatives
- Conclusion
- References
- Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Role
- Introduction
- Interactive Drama, Improvisation, and Bounded Agency
- Bounded Agency and Narrative Pleasure
- Method Acting as an Alternative to Improvisation
- Method Acting
- The Creative State
- The Magic If
- Transformation and Masks
- Method Acting for Interactive Digital Storytelling
- Examples from Commercial Games
- Mass Effect II
- Uncharted II: Among Thieves
- Dragon Age: Origins
- Conclusions
- References
- Supporting Rereadability through Narrative Play
- Introduction
- Related Work
- Problem Statement
- Method
- Design of the Storytelling Game
- Observations from Playtesting Sessions
- Supporting Narrative Play
- Tension between Narrative Moves and Gameplay Moves
- Reasons to Replay
- Prototyping with Storytelling Games
- Advantages
- Possible Problems
- Conclusion
- References
- Extensible Tools for Practical Experiments in IDN: The Advanced Stories Authoring and Presentation System
- Introduction
- Lessons for IDN Authoring Tools
- Advanced Stories Authoring and Presentation System (ASAPS)
- Conclusion
- References
- Virtual Characters and Agents
- A Knowledge-Based Framework for the Collaborative Improvisation of Scene Introductions
- Introduction
- Related Work
- Platform Creation Framework
- Simplifications
- Turn Process
- Discussion
- References
- A New Approach to Social Behavior Simulation: The Mask Model
- Introduction
- Related Work
- The Mask
- The Mask Layers
- Solving Conflicts and Selecting an Action
- Example of Implemented Scenario
- Conclusion
- References
- Perceived or Not Perceived: Film Character Models for Expressive NLG
- Introduction
- Learning Character Models
- Experimental Setup
- Experimental Results
- Discussion
- References
- Representing Dramatic Features of Stories through an Ontological Model
- Introduction
- Theoretical Background and Related Work
- Drammar
- Conclusion
- References
- Story Generation and Drama Management
- Adaptive Storytelling and Story Repair in a Dynamic Environment
- Introduction
- Interactive Storytelling Systems
- Multiplayer Interactive Story Telling (MIST)
- Story Management in MIST
- Story Planning
- Story Repair
- Experimental Results
- Conclusions
- References
- Director Agent Intervention Strategies for Interactive Narrative Environments
- Introduction
- Background
- Director Agent Intervention Strategies Model
- Example Domain
- Crystal Island
- CRYSTAL ISLAND: Wizard-of-Oz Version
- Wizard-of-Oz Functionalities
- Example Scenario
- Data Collection
- Participants
- Participant Procedure
- Wizard Protocol
- Findings and Discussion
- Results
- Discussion and Design Implications
- Conclusions and Future Work
- References
- "I'm Sure I Made the Right Choice!" - Towards an Architecture to Influence Player's Behaviors in Interactive Stories
- Introduction
- Using Persuasion to Influence Choices
- Persu - An Architecture to Influence Player'S Behaviors in Interactive Stories
- Study
- Results
- Conclusions
- References
- A Computational Model for Finding the Tilt in an Improvised Scene
- Introduction
- Data Analysis
- Results
- Tilt Strategies Analysis
- Conclusions
- References
- Extending CRPGs as an Interactive Storytelling Form
- Introduction
- Related Works
- Design of Mismanor
- Social Actions
- Player Interaction
- Knowledge Representation
- Conclusion
- References
- Narratives in Digital Games
- Framing Storytelling with Games
- Introduction
- Background
- Related Theory
- Method
- Frames of Storytelling
- Diegetic Dialogue
- Diegetic Poses
- Diegetic Descriptions
- Non-diegetic System-Related
- Non-diegetic Story-Related
- Non-diegetic Activity-Related
- Non-diegetic Non-activity-Related
- Comparisons and Further Framing
- Limited Disclosure vs. Open Disclosure
- Synchronous vs. Asynchronous
- Restricted Diegetic Control
- Discussion
- Conclusion
- References
- Socially Optimized Learning in Virtual Environments (SOLVE)
- Introduction
- Gaps in HIV Prevention for Men Who Have Sex with Men (MSM)
- Virtual Interactive Interventions Using Interactive Video
- New Game Approach
- Theoretical Issues and Design Criteria
- Neuroscience Model of Decision-Making: Role of Cognition and Affect
- Role of Self-Regulatory Feedback for Envisioning the Future and Reducing Shame
- Variability
- Tailoring
- Design
- Overview of Criteria and Formative Research
- Interactive Story
- Feedback Design (VFS)
- Art and Animation Design
- Technology Design
- Agent Design
- Future Work
- Conclusion
- References
- Event-Centric Control for Background Agents
- Introduction
- Event-Centric Behavior Authoring
- Ambient Event Selection and Population
- Conclusions
- References
- Multi-user Interactive Drama: A Micro User Drama in Process
- Introduction
- Computer Mediated Process Drama
- The Six Phases of a User Drama
- Perceive and Expect
- Invest and Express
- Experience Results
- Loop
- Merge
- Reflect and Reappraise
- Conclusion
- References
- Evaluation and User Experience Reports
- Full Body Gestures Enhancing a Game Book for Interactive Story Telling
- Introduction
- Application and Methods
- Sugarcane Island
- Implementation of Decision Modes
- Implementation of Quick Time Modes
- Study and Results
- Study on Decision Modes
- Study on Quick Time Event Modes
- Conclusion
- References
- Hooked! - Evaluating Engagement as Continuation Desire in Interactive Narratives
- Introduction
- Investigating Player Experiences and Engagement in Games
- Evaluating Continuation Desire in Interactive Narratives
- Case Study: Engagement in 'The First Person Victim'
- Participants and Procedure
- Results
- Findings
- Discussion
- Conclusion
- References
- StoryStream: Unrestricted Mobile Exploration of City Neighbourhoods Enriched by the Oral Presentation of User-Generated Stories
- Introduction
- Background
- System Description
- Corpus Database
- Localiser
- User Profile
- Transmission Engine
- Storyteller
- Use Experiment
- Setup
- Results and Evaluation
- Conclusion
- References
- Exploration of User Reactions to Different Dialog-Based Interaction Styles
- Research Problem
- Dialog-Based Interaction in a Virtual Scenario
- Continuous Interaction
- System-Initiated Interaction
- Exploratory User Study
- Conclusions
- References
- Tools for Interactive Storytelling
- How Authors Benefit from Linear Logic in the Authoring Process of Interactive Storyworlds
- Introduction
- Related Work
- Case Study and Its Initial Authoring Process
- Case Study Modeling by Means of Linear Logic
- Scenario Validation and Debugging
- Simple Statistics
- Parametrizable Statistics and Additional Debugging Information
- Discussion
- Conclusion and Future Work
- References
- Imagining New Design Spaces for Interactive Digital Storytelling
- Introduction
- New Design Spaces for IDS: A Framework for Design
- Construct 1: Narrative Model
- Construct 2: Interactor Model
- Construct 3: System Model
- Two Design Case Studies
- Case Study 1: Scarlet Skellern and the Absent Urchins
- Case Study 2: The Reading Glove
- Conclusions: Challenges and Opportunities for IDS
- References
- A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories
- Introduction
- Modeling Continuous Properties and Specifying Constraints
- Verification Method
- Applying the Method to an Example
- Concluding Remarks
- References
- Scaling Mobile Alternate Reality Games with Geo-location Translation
- Alternate Reality Games
- Location Translation
- Translation Search Algorithm
- Location Similarity
- Conclusions
- References
- Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade
- Introduction
- Related Work
- Façade Log Analysis and Visualization Tool
- Discourse Act Coverage
- Story Space Coverage
- Conclusion
- References
- Posters and Demonstrations
- Adaptive Art - A Shape Language Driven Approach to Communicate Dramaturgy and Mood
- Motivation
- Graphic Styles and Visual Narratives
- Adapting Interaction in Visual Design
- Technical Interpretation
- Reflection and Further Perspective
- References
- assimilate: An Interface for Collaborative Narrative Construction
- Introduction
- Interface
- System
- Discussion
- References
- Calliope: A Portable Stage for Co-creative Storytelling
- Introduction
- Background
- Design Considerations
- System Design
- Calliope: Hardware
- Calliope: Software
- Discussion
- References
- Computational Model of Film Editing for Interactive Storytelling
- Introduction
- Film Grammar Rules
- Shot Composition
- Shot Transitions
- Shot Durations
- Film Editing as Path Finding
- Conclusion
- References
- HIP-Storytelling: Hand Interactive Projection for Storytelling
- Introduction: Interactive System at Public Spaces
- Related Work
- HIP-Storytelling
- Conclusion
- References
- Interactive Non-Fiction: Towards a New Approach for Storytelling in Digital Journalism
- Introduction
- Background and Related Work
- Interactive Non-Fiction
- Conclusion
- References
- Multi-user Interactive Drama: The Macro View - Three Structural Layers
- Introduction
- The Three Layers of Multi-user Interactive Drama
- The Source Drama
- The User Drama
- The Multi-drama
- Conclusion
- References
- Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games
- Introduction
- Performatology Influences
- Procedural Acting Tools
- References
- Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games
- Introduction
- Design Patterns
- Example Design Pattern: Arrowhead Questing
- Worked Example
- Conclusion
- References
- Specification of an Open Architecture for Interactive Storytelling
- Motivation for an Open Architecture
- General Design of OPARIS
- Design Principles
- Modular Decomposition
- Physical Implementation
- Modules' API
- Conclusion
- References
- StoryFactory - A Tool for Scripting Machinimas in Unreal Engine 2 and UDK
- Introduction
- Technical Details
- Evaluation
- Conclusion
- References
- Structuring Narrative Interaction:What We Can Learn from Heavy Rain
- Introduction
- The Interactive Narrative Structure of Heavy Rain
- Local Situation
- Global Situation
- Design Lessons Learned
- References
- Surround Vision - A Hand-Held Screen for Accessing Peripheral Content around a Main Screen
- Introduction
- Developing the System
- Content
- User Studies
- Influence on the Narrative and Other Uses
- Parallel Narratives
- Viewing Metaphors
- Conclusion
- References
- The Reading Glove: A Non-linear Adaptive Tangible Narrative
- Introduction
- The Reading Glove System
- The Glove and Objects
- The Table and Recommender
- The Reading Experience
- Closing Thoughts
- References
- Values Impacting the Design of an Adaptive Educational Storybook
- Introduction
- Vision
- Values
- Discussion
- Summary
- References
- Voodoo: A System That Allows Children to Create Animated Stories with Action Figures as Interface
- Introduction
- Related Work
- Integrating Story Context into Input Interpretation
- Conclusion and Future Work
- References
- Workshop Descriptions
- Arithmetic Methods in Personality Modeling
- Workshop Objectives
- Workshop Description
- References
- Towards a Unified Theory for Interactive Digital Storytelling - Classifying Artifacts: A Workshop at ICIDS 2011
- Overview
- Workshop Format
- References
- The User Experience of Interactive Digital Storytelling: Theory and Measurement
- Workshop Background and Objectives
- References
- "Making Interactive Stories Meaningful" Workshop on Story and Character Development through Theatre Games
- Introduction
- Inspiration for the Workshop
- Description
- Workshop Organizer, Lori Shyba
- References
- Sharing Interactive Digital Storytelling Technologies
- Workshop Objectives
- Workshop Description
- References
- Rummaging in the Geek Culture Toolbox
- Objectives
- Description
- References
- Author Index
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