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dc.contributor.authorMagnenat-Thalmann, Nadiaen_US
dc.contributor.authorPapagiannakis, Georgeen_US
dc.contributor.authorEgges, Arjanen_US
dc.contributor.authorLyard, Etienneen_US
dc.contributor.editorNadia Magnenat-Thalmann and Katja Bühleren_US
dc.date.accessioned2015-07-19T17:06:46Z
dc.date.available2015-07-19T17:06:46Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egt.20061065en_US
dc.description.abstractVirtual 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.publisherThe Eurographics Associationen_US
dc.titleReal-time Inhabited Virtual Worlds and Interaction - interactive virtual worlds moduleen_US
dc.description.seriesinformationEurographics 2006: Tutorialsen_US
dc.description.sectionheadersen_US
dc.identifier.doi10.2312/egt.20061065en_US
dc.identifier.pages749-0867en_US


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