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Titlebook: Interactive Storytelling; Second Joint Interna Ido A. Iurgel,Nelson Zagalo,Paolo Petta Conference proceedings 2009 Springer-Verlag Berlin H

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0302-9743 nce workshops clearly underscores the event’s status as premier international meeting in the domain. It thereby con?rms the decision taken by the Constituting Committee of the conference series to take the step forward: out of the national cocoons of its precursors, ICVS and TIDSE, and towards an it
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Exploring Narrative Presentation for Large Multimodal Lifelog Collections through Card Sorting of content reduction and presentation for narrative composition. We found the visual modalities to be most fluent in communicating experience with other modalities serving to support them and that the users employed the salient themes of the story to organise, arrange and facilitate filtering of the content.
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Introducing Multiple Interaction Devices to Interactive Storytelling: Experiences from PracticeIS system, called ORIENT. The system was created for multi-user settings; it embeds various interaction devices, such as mobile phones, a dance pad, a Wiimote, and RFID tags. We report on user feedback and derive design challenges that should be considered when creating interaction devices for IS systems.
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The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experie task engagement (“flow”) are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.
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Iterative Authoring Using Story Generation Feedback: Debugging or Co-creation?strate an iterative authoring approach in which each iteration consists of idea generation, implementation and simulation. We find that the tension between authorial intent and the partially uncontrollable story generation outcome may be relieved by taking such a co-creation approach.
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Interactive Storytelling System Using Recycle-Based Story Knowledge. WordsAnime extracts the story knowledge automatically while the user is operating the system. The system presents manual, semi-automatic, and fully automatic modes of creating scenarios using the story knowledge. This paper introduces recycle-based story knowledge and its current state through several trials involving a number of users.
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