派博傳思國(guó)際中心

標(biāo)題: Titlebook: Interactive Storytelling; 4th International Co Mei Si,David Thue,Veronica Zammitto Conference proceedings 2011 Springer-Verlag GmbH Berlin [打印本頁(yè)]

作者: MASS    時(shí)間: 2025-3-21 19:14
書(shū)目名稱Interactive Storytelling影響因子(影響力)




書(shū)目名稱Interactive Storytelling影響因子(影響力)學(xué)科排名




書(shū)目名稱Interactive Storytelling網(wǎng)絡(luò)公開(kāi)度




書(shū)目名稱Interactive Storytelling網(wǎng)絡(luò)公開(kāi)度學(xué)科排名




書(shū)目名稱Interactive Storytelling被引頻次




書(shū)目名稱Interactive Storytelling被引頻次學(xué)科排名




書(shū)目名稱Interactive Storytelling年度引用




書(shū)目名稱Interactive Storytelling年度引用學(xué)科排名




書(shū)目名稱Interactive Storytelling讀者反饋




書(shū)目名稱Interactive Storytelling讀者反饋學(xué)科排名





作者: emulsify    時(shí)間: 2025-3-21 22:51
978-3-642-25288-4Springer-Verlag GmbH Berlin Heidelberg 2011
作者: 辯論    時(shí)間: 2025-3-22 04:27
Interactive Storytelling978-3-642-25289-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: 流逝    時(shí)間: 2025-3-22 08:02

作者: 縱火    時(shí)間: 2025-3-22 11:46

作者: 游行    時(shí)間: 2025-3-22 13:33

作者: 反叛者    時(shí)間: 2025-3-22 20:39
Framing Storytelling with Gamesames by expanding the hitherto available framing. Based on interviews with players, it outlines frames in storytelling games, expands the concept and suggests how this can be used in designs with examples from current and future storytelling support tools.
作者: anagen    時(shí)間: 2025-3-22 21:47

作者: 提煉    時(shí)間: 2025-3-23 02:38
Research in Interactive Drama Environments, Role-Play and Story-Tellingroblems, issues and tools relating to authoring, and directions in evaluation. It gives a brief overview of the current position in each of these areas and suggests how RIDERS activity might be able to contribute to them. Finally it summarises the overall RIDERS programme of activity.
作者: Excitotoxin    時(shí)間: 2025-3-23 05:39

作者: curriculum    時(shí)間: 2025-3-23 12:16
Back-Leading through Character Status in Interactive Storytellingngage users in the process of co-creating the story. In this paper, we focus on the use of character status and status shifts. Specifically, we present and illustrate a computational model of status shifts based on the cognitive semantics theory of force dynamics.
作者: champaign    時(shí)間: 2025-3-23 16:44
Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Rolecter rather than the authorial pleasure of rewriting the events of the story. We draw on theories of method acting and performance as a model for participating within a story and provide examples from several recent games that support this type of narrative.
作者: 沒(méi)血色    時(shí)間: 2025-3-23 22:00

作者: Traumatic-Grief    時(shí)間: 2025-3-23 22:18
Extensible Tools for Practical Experiments in IDN: The Advanced Stories Authoring and Presentation Sring tools by emphasizing extensibility and collaboration with other software. Therefore, the first implementation of this tool set foregrounds a flexible, modular architecture over computational sophistication.
作者: Laconic    時(shí)間: 2025-3-24 03:00

作者: 態(tài)學(xué)    時(shí)間: 2025-3-24 08:37
Extending CRPGs as an Interactive Storytelling Formsupport emergent social interactions between the player and the game characters based on player’s traits and the social state of the game world. We discuss the design and creation of the game as well as the modifications to the systems required to support this new CRPG experience.
作者: vertebrate    時(shí)間: 2025-3-24 14:20

作者: NEX    時(shí)間: 2025-3-24 16:43

作者: 蛙鳴聲    時(shí)間: 2025-3-24 19:31
Rereading in Interactive Stories: Constraints on Agency and Procedural Variation interactive story makes use of a reframing to encourage rereading, the requirements for narrative coherence, selection and ordering extend . reading sessions. This introduces constraints in terms of what can be varied procedurally in response to user actions which do not occur in interactive stories which are not explicitly designed to be reread.
作者: Cervical-Spine    時(shí)間: 2025-3-25 01:34
Supporting Rereadability through Narrative Playo explore new forms of interactive storytelling by focusing on the mechanics of interactive storytelling, rather than technical implementation details, without losing sight of the need for an eventual computer-based implementation.
作者: 他姓手中拿著    時(shí)間: 2025-3-25 06:58

作者: Hla461    時(shí)間: 2025-3-25 09:39
A New Approach to Social Behavior Simulation: The Mask Model NPC. By changing the links between characters and masks, a wide variety of different behaviors and story-lines may arise. The paper present an algorithm for the selection of the actions and an example implementation.
作者: Cabinet    時(shí)間: 2025-3-25 13:00
Adaptive Storytelling and Story Repair in a Dynamic Environmenteamlessly adapted when story plans are invalidated by unforeseen events in the game world, such as the actions of player characters. In this paper we present novel techniques for repairing story plans while maintaining plot coherence and demonstrate their ability to enhance the robustness of adaptive storytelling in dynamic game worlds.
作者: Default    時(shí)間: 2025-3-25 17:26

作者: 敬禮    時(shí)間: 2025-3-25 19:58

作者: HAVOC    時(shí)間: 2025-3-26 02:57

作者: CHIDE    時(shí)間: 2025-3-26 08:13
0302-9743 rnational Conference on Interactive Digital Storytelling, ICIDS 2011, held in Vancouver, Canada, in November/December 2011.The 17 full papers, 14 short papers and 16 poster papers were carefully reviewed and selected from 72 paper and poster submissions. In addition, the volume includes 6 workshops
作者: Minatory    時(shí)間: 2025-3-26 11:25
Research in Interactive Drama Environments, Role-Play and Story-Telling from September 2011. It discusses the three central themes of RIDERS: theoretical work on the conflict between interactivity and narrative content, problems, issues and tools relating to authoring, and directions in evaluation. It gives a brief overview of the current position in each of these area
作者: 躺下殘殺    時(shí)間: 2025-3-26 16:38
Why Paris Needs Hector and Lancelot Needs Mordred: Using Traditional Narrative Roles and Functions fencapsulation that could be useful for creating digital narratives with meaningful variation of story elements. An example domain of a woman with two or more potential sexual/romantic partners is used to illustrate how such an approach could leverage the dramatic compression of narrative traditions
作者: 要控制    時(shí)間: 2025-3-26 20:12

作者: Callus    時(shí)間: 2025-3-27 00:24
Back-Leading through Character Status in Interactive Storytellingns can be learned from improvisational and especially interactive theatre, where various narrative and interactive strategies have been developed to engage users in the process of co-creating the story. In this paper, we focus on the use of character status and status shifts. Specifically, we presen
作者: 知道    時(shí)間: 2025-3-27 03:55
Rereading in Interactive Stories: Constraints on Agency and Procedural Variationill feeling like a story. Research has largely concentrated on how to provide coherent variations . a user experiences an interactive story, without consideration for the relationship . subsequent experiences. This paper examines the issues that arise when designing an interactive story system which
作者: 厭食癥    時(shí)間: 2025-3-27 08:53
A Method for Transferring Probabilistic User Models between Environmentshat will always face designers is to specify that model ahead of time, when actual data from the environment is likely not to be available. Absent corpora of data, designers must intuit these models as best they can, incorporating domain or expert knowledge when available. To make this process more
作者: Enervate    時(shí)間: 2025-3-27 10:59
Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Roleas . in a story opens up an important new design space for digital narratives: one which emphasizes the readerly pleasure of transforming into a character rather than the authorial pleasure of rewriting the events of the story. We draw on theories of method acting and performance as a model for part
作者: GRILL    時(shí)間: 2025-3-27 17:29
Supporting Rereadability through Narrative Play in which the reader/player takes on the role of a film director whose objective is to shoot a film in the face of a series of complications. We discuss the iterative design and playtesting of the prototype of our game, and argue that our design encourages a different type of rereading which involve
作者: lipids    時(shí)間: 2025-3-27 17:55

作者: arousal    時(shí)間: 2025-3-28 00:02

作者: 樹(shù)木中    時(shí)間: 2025-3-28 05:12
A New Approach to Social Behavior Simulation: The Mask Modele Mask Model goal is to support AI techniques for autonomous agents by encouraging or discouraging behaviors according to the social environment and by providing knowledge about possible reactions to the agent actions. In this approach, the NPC tendencies are controlled by the interactions of three
作者: hermitage    時(shí)間: 2025-3-28 07:33

作者: Graphite    時(shí)間: 2025-3-28 13:21

作者: Palate    時(shí)間: 2025-3-28 17:19
Adaptive Storytelling and Story Repair in a Dynamic Environmention of the game narrative. Massively multiplayer online role-play games (MMORPGs) typically contain thousands of linearly scripted storylines, and stories generally do not adapt to player interactions or changes in the gameworld state. However, there is some evidence that interactive storytelling te
作者: 慢跑鞋    時(shí)間: 2025-3-28 21:03

作者: CLAY    時(shí)間: 2025-3-29 00:52

作者: 抓住他投降    時(shí)間: 2025-3-29 06:40
Extending CRPGs as an Interactive Storytelling Formthe story. We have identified two main components of player interaction within the story—quests and character interaction—to address in a new playable experience, Mismanor. In this paper we focus on the character interaction aspect. In particular, it describes how we use the Comme il Faut system to
作者: 歡呼    時(shí)間: 2025-3-29 07:58

作者: Vasodilation    時(shí)間: 2025-3-29 13:10

作者: LEVY    時(shí)間: 2025-3-29 17:27
Janet H. Murray allem die Akzeptanz und damit die Verbreitungschance des neuen Postdienstes bei privaten Haushalten testen. Der Versuch war weder darauf angelegt, die berufliche Nutzung von Btx, noch seine Nutzung durch und vor allem in Organisationen zu testen. Wohl bot der Feldversuch sp?ter auch die M?glichkeit
作者: 驚惶    時(shí)間: 2025-3-29 20:35
Yundong Cai,Zhiqi Shen,Chunyan Miaon zu einem nicht unerheblichen Teil auch von den zur Verfügung stehenden individuellen Anwendungen. Gerade diese Anwendungen werden es sein, die dem Benutzer bei der Bew?ltigung seiner t?glichen Arbeit wertvolle Unterstützung und Hilfestellung geben. Erfahrungen aus der Praxis haben gezeigt, da? nur
作者: GORGE    時(shí)間: 2025-3-30 03:04

作者: 歌劇等    時(shí)間: 2025-3-30 04:25
Alex Mitchell,Kevin McGeeese zum Einsatz gelangen, h?ngt jedoch nicht nur von den zugrunde liegenden Zielen bzw. dem Zielsystem ab, sondern auch von bestimmten Rahmenbedingungen (Restriktionen). Daher ist es notwendig, da? der Organisator entsprechendes Wissen über den Einflu? bestimmter Situationsbedingungen besitzt, um ei
作者: addition    時(shí)間: 2025-3-30 10:55
David L. Roberts,Fred Robertstegisch-dispositive Gestaltungsproblematik”. betrachtet werden. Der Aufbau und die Einführung eines Sicherheitssystems, d.h. der Gestaltungsproze?, an dessen Ende der Ma?nahmenkomplex steht, verlangt eine sorgf?ltige und systematische Planung. Hierbei erscheint es angebracht, sofern es sich nicht um
作者: 血友病    時(shí)間: 2025-3-30 15:17
Theresa Jean Tanenbaumiebe (laut Expertenaussage) nutzten 1990 Informations- und Kommunikationstechnik im Büro. Unsere Untersuchung ergab, da? die kleinen Anwenderbetriebe (bis 20 Besch?ftigte) Personalcomputer einsetzen, deren Software-Ausstattung aber in der Regel nur feste Branchen- oder Fachprogramme umfa?t; die PC w
作者: 召集    時(shí)間: 2025-3-30 18:05
Alex Mitchell,Kevin McGeeie vorher einer wirtschaftlichen Automatisierung nicht zug?nglich erschienen. Heute beobachten wir mit den sogenannten Bürokommunikationssystemen eine weitere Innovationswelle. In jüngster Zeit wurden von verschiedenen Anbietern Systeme auf den Markt gebracht, die erwarten lassen, da? die seit lange
作者: ablate    時(shí)間: 2025-3-30 22:03
Hartmut Koenitzexionen. Allein der Tatbestand bleibt schrecklich einfach, da? eine ihrerseits bürokratisch organisierte Elite die technische Macht des Staates, seine nukleare Kapazit?t, zu entfesseln vermag. Wenige, ihrerseits bürokratisch eingerahmte Personen (in diesem Sinne,,Charaktermasken“, wie Karl Marx es f
作者: 善辯    時(shí)間: 2025-3-31 00:54
Brian O’Neill,Andreya Piplica,Daniel Fuller,Brian Magerkoldungskultur. Auf der einen Seite hat das Erbe des Formalismus, das als blindes Gesetz in Lehre und Schreiben waltet, tiefe Spuren in den Literaturseminaren hinterlassen. Wenn dieses blinde Gesetz herausgefordert wird, fallen Literaturstudien zurück in ahistorische Methoden der Erkl?rung und Interpr
作者: 毛細(xì)血管    時(shí)間: 2025-3-31 05:05

作者: 大方一點(diǎn)    時(shí)間: 2025-3-31 12:09
Richard Paul,Darryl Charles,Michael McNeill,David McSherryeuntersuchung 2003 aufs Neue ermittelt. Ziel war die empirische Analyse der Belastung von Unternehmen unterschiedlicher Gr??e durch überw?lzte Bürokratie, d.h. durch die zeitliche und kostenm??ige Beanspruchung der Unternehmen durch administrationsbedingte Leistungen für den Staat. Untersucht wurden
作者: PAD416    時(shí)間: 2025-3-31 17:07

作者: 哪有黃油    時(shí)間: 2025-3-31 18:55

作者: 南極    時(shí)間: 2025-3-31 23:53

作者: REIGN    時(shí)間: 2025-4-1 05:49
Janet H. Murray?r?umiges Netz dialogf?higer Kommunikation zwischen einzelnen Haushalten wie zwischen ihnen und Organisationen ist das entscheidend Neue am Bildschirmtext. Seine Bedeutung im Zusammenhang der Büroautomation ist dagegen nachrangig. Hier, wie auch für die gesch?ftliche Kommunikation, ist Bildschirmtex
作者: 厭惡    時(shí)間: 2025-4-1 08:32
Yundong Cai,Zhiqi Shen,Chunyan Miaouelle Anwendungen entweder von den einzelnen Benutzern selbst mit Hilfe von anwenderfreundlichen Entwicklungswerkzeugen, durch eine zentrale Stelle für Anwendungsentwicklungen oder durch die Vergabe an Dritte (z. B. Software-Unternehmen) erstellt werden (siehe hierzu auch Ausführungen in dem Kapitel




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