dc.contributor.author | Magnenat-Thalmann, Nadia | en_US |
dc.contributor.author | Papagiannakis, George | en_US |
dc.contributor.author | Egges, Arjan | en_US |
dc.contributor.author | Lyard, Etienne | en_US |
dc.contributor.editor | Nadia Magnenat-Thalmann and Katja Bühler | en_US |
dc.date.accessioned | 2015-07-19T17:06:46Z | |
dc.date.available | 2015-07-19T17:06:46Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egt.20061065 | en_US |
dc.description.abstract | Virtual Worlds [MK94] and their concept of cyber-real space interplay invoke such interactive digital narratives that promote new patterns of understanding. However, the "narrative" and "interactive" part, which refers to a set of events happening during a certain period of time and providing aesthetic, dramaturgical and emotional elements, objects and attitudes ([NM00], [TYK01]) is still an early topic of research. Mixing such aesthetic ambiences with interactive virtual character augmentations [CMM*03] and adding dramatic tension has developed very recently these narrative patterns into an exciting new edutainment medium [LHM03]. With the interplay of a modern real-time framework for integrated interactive virtual character simulation, we can enhance the experience with full virtual character simulations. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-time Inhabited Virtual Worlds and Interaction - interactive virtual worlds module | en_US |
dc.description.seriesinformation | Eurographics 2006: Tutorials | en_US |
dc.description.sectionheaders | | en_US |
dc.identifier.doi | 10.2312/egt.20061065 | en_US |
dc.identifier.pages | 749-0867 | en_US |