Virtual Storytelling; Using Virtual Reality Technologies for Storytelling
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Virtual Storytelling; Using Virtual Reality Technologies for Storytelling: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings(2897 Lecture Notes in Computer Science)

Virtual Storytelling; Using Virtual Reality Technologies for Storytelling: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings(2897 Lecture Notes in Computer Science)


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About the Book

In September 2001, we organized the 1st International Conference on Virtual Sto- telling in Avignon, France. This was the ?rst international scienti?c event entirely - voted to the new discipline that links the ancient human art of storytelling to the latest high technologies of the Virtual Reality era. Since this date, technology has not slowed its course. We all know that personal computers are even more powerful, but there have been huge advances in graphics boards.These arenowprogrammableandcan renderin realtime hugequantitiesof data as well as special effectsthat until recently requireda dedicatedgraphicssuperworks- tion. Applications that were in the research lab have now come to market. 3D Virtual Humans, the heroes of today's video games, are taking their ?rst steps on e-business Web sites. These will be the stars of tomorrow. New topics are being intensively - searched, especially, mixed and enhanced realities - the art of combining synthesized with real worlds. This evolution raises many technical, applicational, artistic and even ethical qu- tions.Theoccasionofthe2ndInternationalConferenceonVirtualStorytellingprovided an excellentopportunityto onceagaingatherresearchersfromthe scienti? c, artistic and industrialcommunitiestodemonstratenewmethodsandtechniques.Thiswasthevenue to show the latest results, and exchange concepts and ideas about the use of Virtual - ality technologiesfor creating, populating,renderingand interactingwith stories, wh- ever their form, be it theatre, movie, cartoon, advertisement, puppet show, multimedia work, video games, etc.

Table of Contents:
Real-Time Technologies.- Seizing Power: Shaders and Storytellers.- Real-Time Lighting Design for Interactive Narrative.- Interactive Out-of-Core Visualisation of Very Large Landscapes on Commodity Graphics Platform.- A Cinematography System for Virtual Storytelling.- Narrativity and Authoring.- Authoring Highly Generative Interactive Drama.- Character-Focused Narrative Generation for Execution in Virtual Worlds.- Managing Authorship in Plot Conduction.- Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas.- From the Necessity of Film Closure to Inherent VR Wideness.- Virtual StoryTelling: A Methodology for Developing Believable Communication Skills in Virtual Actors.- Mediation and Interface.- Stories in Space: The Concept of the Story Map.- Mediating Action and Background Music.- The Effects of Mediation in a Storytelling Virtual Environment.- Context Design and Cinematic Mediation in Cuthbert Hall Virtual Environment.- Group Interaction and VR Storytelling in Museums.- Beyond Human, Avatar as Multimedia Expression.- Virtual Characters.- Building Virtual Actors Who Can Really Act.- The V-Man Project: Toward Autonomous Virtual Characters.- Tell Me That Bit Again... Bringing Interactivity to a Virtual Storyteller.- A New Automated Workflow for 3D Character Creation Based on 3D Scanned Data.- Using Motivation-Driven Continuous Planning to Control the Behaviour of Virtual Agents.- Mixed Reality.- The Art of Mixing Realities.- ”Just Talking about Art” – Creating Virtual Storytelling Experiences in Mixed Reality.- Users Acting in Mixed Reality Interactive Storytelling.- Is Seeing Touching? Mixed Reality Interaction and Involvement Modalities.- Applications.- Using Virtual Reality for ”New Clowns”.- Storytelling forRecreating Our Selves: ZENetic Computer.- A Distributed Virtual Storytelling System for Firefighters Training.- CITYCLUSTER ”From the Renaissance to the Megabyte Networking Age” A Virtual Reality & High Speed Networking Project.- A Storytelling Concept for Digital Heritage Exchange in Virtual Environments.


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Product Details
  • ISBN-13: 9783540205357
  • Publisher: Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
  • Publisher Imprint: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • Height: 235 mm
  • No of Pages: 244
  • Returnable: Y
  • Sub Title: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings
  • ISBN-10: 3540205357
  • Publisher Date: 04 Nov 2003
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Series Title: 2897 Lecture Notes in Computer Science
  • Width: 155 mm


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Virtual Storytelling; Using Virtual Reality Technologies for Storytelling: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings(2897 Lecture Notes in Computer Science)
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Virtual Storytelling; Using Virtual Reality Technologies for Storytelling: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings(2897 Lecture Notes in Computer Science)
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