Monday 22 December 2008

Further reading

@inproceedings{1183324,
author = {Tracy Fullerton and Jenova Chen and Kellee Santiago and Erik Nelson and Vincent Diamante and Aaron Meyers and Glenn Song and John DeWeese},
title = {That cloud game: dreaming (and doing) innovative game design},
booktitle = {Sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames},
year = {2006},
isbn = {1-59593-386-7},
pages = {51--59},
location = {Boston, Massachusetts},
doi = {http://doi.acm.org/10.1145/1183316.1183324},
publisher = {ACM},
address = {New York, NY, USA},
}

@article { ,
title = {Emotional spectrum developed by virtual storytelling},
journal = {Virtual Storytelling: Using Virtual Reality Technologies for Storytelling, Proceedings},
volume = {3805},
year = {2005},
pages = {105-114},
abstract = {We have performed a quantitative study in order to find out the emotional spectrum of Virtual Storytelling in comparison with movies, taking into consideration the Russell's emotional circumplex model. Via internet forums we gathered videogames that people considered to be capable of eliciting each of the seven basic emotions, distributed around the circumplex. From the 200 videogames collected, we chose 14, following the principle of the two most cited for each of the seven emotions. These videogames were then tested with 33 subjects. These results were compared with Gross & Levenson (1995) study on movies. We found that these videogames were capable of successfully eliciting emotions such as Surprise, Anger, Disgust and Fear, There is also evidence that Happiness could be elicited. It was not possible to verify the existence of Tranquility. The most problematic was Sadness, except when interactivity was absent and emotion propelled through cutscenes(1).},
ISBN = {0302-9743},
author = {Nelson Zagalo and Ana Torres and Vasco Branco}
}


TY - CHAPTER
JF - Technologies for Interactive Digital Storytelling and Entertainment
T1 - INSCAPE: Emotion Expression and Experience in an Authoring Environment
SP - 219
EP - 230
PY - 2006///
UR - http://dx.doi.org/10.1007/11944577_23
M3 - 10.1007/11944577_23
AU - Zagalo, Nelson
AU - Göbel, Stefan
AU - Torres, Ana
AU - Malkewitz, Rainer
AU - Branco, Vasco
N2 - Human emotions are known to play an important role in the users’ engagement, namely by activating their attention, perception
and memory skills, which in turn will help to understand the story – and hopefully perceive, or rather “feel” it as an entertaining
experience. Despite the more and more realistic and immersive use of 3D computer graphics, multi-channel sound and sophisticated
input devices – mainly forced by game applications – the emotional participation of users still seems a weak point in most
interactive games and narrative systems. This paper describes methods and concepts on how to bring emotional experiencing
and emotional expression into interactive storytelling systems. In particular, the Emotional Wizard is introduced, as an emerging
module for authoring emotional expression and experiencing. Within the INSCAPE framework, this module is meant to improve
elicited emotions as elements of style, which are used deliberately by an author within an integrated storytelling environment.

Keywords: Virtual characters, emotion, emotional expression, author tools.



ER -


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