The role of emotion in believable agents
Communications of the ACM
Cyberda¨mmerung at Wellspring Systems
Immersed in technology
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
The social life of avatars: presence and interaction in shared virtual environments
The social life of avatars: presence and interaction in shared virtual environments
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Writing Space: Computers, HyperText, and the Remediation of Print
Writing Space: Computers, HyperText, and the Remediation of Print
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
An Architecture for Action, Emotion, and Social Behavior
MAAMAW '92 Selected papers from the 4th European Workshop on on Modelling Autonomous Agents in a Multi-Agent World, Artificial Social Systems
Managing interaction between users and agents in a multi-agent storytelling environment
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Game on: The History and Culture of Video Games
Game on: The History and Culture of Video Games
Old tricks, new dogs: ethology and interactive creatures
Old tricks, new dogs: ethology and interactive creatures
Believable agents: building interactive personalities
Believable agents: building interactive personalities
Interactive drama, art and artificial intelligence
Interactive drama, art and artificial intelligence
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
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Mindstage is a real-time multi-user 3D virtual environment used to explore the relationships between a linear story and the virtual world in which it unfolds. The prototype uses as its narrative spine an illustrated lecture on film design by Christopher Hobbs. It provides a stage for interaction featuring a customized 3D environment based on this material, with the necessary actors and objects in it. The main design issues were mapping the linear talk onto the virtual space, and the implementation of various interactive features within it. We argue that a careful use of spatial design supports a degree of non-linear story-telling without compromising the core linear content.