Technologies for Interactive Digital Storytelling and Entertainment

Technologies for Interactive Digital Storytelling and Entertainment
Author: Stefan Göbel,Rainer Malkewitz,Ido Iurgel
Publsiher: Springer
Total Pages: 390
Release: 2006-11-17
Genre: Computers
ISBN: 9783540499350

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This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.

Technologies for Interactive Digital Storytelling and Entertainment

Technologies for Interactive Digital Storytelling and Entertainment
Author: Stefan Göbel,Ulrike Spierling,Anja Hoffmann,Ido Iurgel,Oliver Schneider,Johanna Dechau,Axel Feix
Publsiher: Springer
Total Pages: 308
Release: 2004-06-11
Genre: Computers
ISBN: 9783540277972

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Interactive Digital Storytelling has evolved as a prospering research topic banding together formerly disjointed disciplines stemming from the arts and humanities as well as computer science. It’s tied up with the notion of storytelling as an effective means for the communication of knowledge and social values since the existence of humankind. It also builds a bridge between current academic trends investigating and formalizing computer games, and developments towards the experience-based design of human-media interaction in general. In Darmstadt, a first national workshop on Digital Storytelling was organized by ZGDV e.V. in 2000, which at that time gave an impression about the breadth of this new research field for computer graphics (DISTEL 2000). An international follow-up was planned: the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2003). Taking place in March 2003, it showed a more focussed range of research specifically on concepts and first pro- types for automated storytelling and autonomous characters, including modelling of emotions and the user experience. At TIDSE 2004, an established and still-growing community of researchers ga- ered together to exchange results and visions. This confirms the construction of a series of European conferences on the topic – together with the International Conf- ence on Virtual Storytelling, ICVS (conducted in 2001 and 2003 in France) – which will be further cultivated.

Technologies for Interactive Digital Storytelling and Entertainment

Technologies for Interactive Digital Storytelling and Entertainment
Author: Stefan Göbel,Rainer Malkewitz,Ido Iurgel
Publsiher: Springer
Total Pages: 390
Release: 2006-11-27
Genre: Computers
ISBN: 3540499342

Download Technologies for Interactive Digital Storytelling and Entertainment Book in PDF, Epub and Kindle

This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.

Technologies for Interactive Digital Storytelling and Entertainment

Technologies for Interactive Digital Storytelling and Entertainment
Author: Stefan Göbel,Rainer Malkewitz,Ido Iurgel
Publsiher: Springer Science & Business Media
Total Pages: 393
Release: 2006-11-27
Genre: Computers
ISBN: 9783540499343

Download Technologies for Interactive Digital Storytelling and Entertainment Book in PDF, Epub and Kindle

This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.

Proceeding of the Technologies for Interactive Digital Storytelling and Entertainment TIDSE Conference 2003

Proceeding of the Technologies for Interactive Digital Storytelling and Entertainment  TIDSE  Conference  2003
Author: Stefan Göbel
Publsiher: Unknown
Total Pages: 438
Release: 2003
Genre: Interactive multimedia
ISBN: UOM:39015064809257

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Digital Storytelling

Digital Storytelling
Author: Carolyn Handler Miller
Publsiher: CRC Press
Total Pages: 569
Release: 2014-06-27
Genre: Art
ISBN: 9781135044459

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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.

Digital Storytelling

Digital Storytelling
Author: Carolyn Handler Miller
Publsiher: Taylor & Francis
Total Pages: 496
Release: 2008-04-03
Genre: Art
ISBN: 9781136145179

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Equally useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of digital media. Written in a clear, non-technical style, it offers insights into the process of content creation by someone with long experience in the field. Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

Virtual Storytelling  Using Virtual Reality Technologies for Storytelling
Author: Gérard Subsol
Publsiher: Springer Science & Business Media
Total Pages: 292
Release: 2005-11-24
Genre: Computers
ISBN: 9783540305118

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The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.