Stefan Göbel; Ulrike Spierling; Anja Hoffmann; Ido Iurgel; Oliver Schneider; Johanna Dechau; Axel Feix Springer-Verlag Berlin and Heidelberg GmbH & Co. KG (2004) Pehmeäkantinen kirja
Stefan Göbel; Minhua Ma; Jannicke Baalsrud Hauge; Manuel Fradinho Oliveira; Josef Wiemeyer; Viktor Wendel Springer International Publishing AG (2015) Pehmeäkantinen kirja
Stefan Göbel; Augusto Garcia-Agundez; Thomas Tregel; Minhua Ma; Jannicke Baalsrud Hauge; Manuel Oliveira; Tim Marsh; Case Springer Nature Switzerland AG (2018) Pehmeäkantinen kirja
Kin-chuen Hui; Zhigeng Pan; Ronald Chi-kit Chung; Charlie C.L. Wang; Xiaogang Jin; Stefan Göbel; Eric C.-L. Li Springer-Verlag Berlin and Heidelberg GmbH & Co. KG (2007) Pehmeäkantinen kirja
Zhigeng Pan; Ruth Aylett; Holger Diener; Xiaogang Jin; Stefan Göbel; Li Li Springer-Verlag Berlin and Heidelberg GmbH & Co. KG (2006) Pehmeäkantinen kirja
Mariano Alcañiz; Stefan Göbel; Minhua Ma; Manuel Fradinho Oliveira; Jannicke Baalsrud Hauge; Tim Marsh Springer International Publishing AG (2017) Pehmeäkantinen kirja
This textbook contains the proceedings from the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006). The contributions are grouped into six sections, which include subjects like virtual characters, story authoring, narrative systems, and examples of their application. During recent years, Interactive Digital Storytelling has evolved as a prospering - search topic, banding together formerly disjoined disciplines stemming from the arts and humanities as well as computer science. The subject of this book is of course strongly related to the notion of ‘storytelling’, which has been used as an effective means for the communication of knowledge and social values, ever since the early history of humankind. It also tries to build a bridge between current academic trends, for example, by investigating and formalizing narrative aspects of computer games, and by its developments for the experience-based design of human–media interaction in general. Starting with a scientific workshop at national level in 2000, the Digital Sto- telling group at ZGDV Darmstadt originated TIDSE, the International Conference for Technologies in Interactive Digital Storytelling and Entertainment. TIDSE 2003, TIDSE 2004, and TIDSE 2006 continued this series, and provided the latest research outcomes and indications for its usage within entertainment applications.