37,113 research outputs found
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation
This paper surveys the current state of the art in Natural Language
Generation (NLG), defined as the task of generating text or speech from
non-linguistic input. A survey of NLG is timely in view of the changes that the
field has undergone over the past decade or so, especially in relation to new
(usually data-driven) methods, as well as new applications of NLG technology.
This survey therefore aims to (a) give an up-to-date synthesis of research on
the core tasks in NLG and the architectures adopted in which such tasks are
organised; (b) highlight a number of relatively recent research topics that
have arisen partly as a result of growing synergies between NLG and other areas
of artificial intelligence; (c) draw attention to the challenges in NLG
evaluation, relating them to similar challenges faced in other areas of Natural
Language Processing, with an emphasis on different evaluation methods and the
relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118
pages, 8 figures, 1 tabl
Automated Journalism 2.0: Event-driven narratives. From simple descriptions to real stories
This article introduces an exploratory computational approach to extending the realm of automated journalism from simple descriptions to richer and more complex eventÂdriven narratives, based on original applied research in structured journalism. The practice of automated journalism is reviewed and a major constraint on the potential to automate journalistic writing is identified, namely the ab-sence of data models sufficient to encode the journalistic knowledge necessary for automatically writ-ing event-driven narratives. A detailed proposal addressing this constraint is presented, based on the representation of journalistic knowledge as structured event and structured narrative data. We de-scribe a prototyped database of structured events and narratives, and introduce two methods of using event and narrative data from the prototyped database to provide journalistic knowledge to a com-mercial automated writing platform. Detailed examples of the use of each method are provided, in-cluding a successful application of the approach to stories about car chases, from initial data reporting through to automatically generated text. A framework for evaluating automatically generated event-driven narratives is proposed, several technical and editorial challenges to applying the approach in practice are discussed, and several high-level conclusions about the importance of data structures in automated journalism workflows are provided
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Automating Abell's theory of comparative narratives
The purpose of this thesis is to demonstrate the progress that has been made towards the goal of producing a prototype computer model of Abell's Theory of Comparative Narratives, and subsequently, designing metrics to rigorously measure Abell's concept of 'closeness' of texts.
The production of such a model does not simply involve the mechanical (though distinctly non-trivial) transference of Abell's theory from paper to machine; various facets of the theory are not of a sufficiently high specification for a computer model and the fulfilment of such a computer model requires attention to these areas, specifically:
i) a repeatable method of comparing the structures of individual events;
ii) a consistent procedure of comparing the overall structure of a pair of texts, following on from Abell's basic concept of paths of social determination.
iii) metrics to demonstrate that the solutions proposed do indeed address the shortcomings of Abell's theory.
In order to preserve the qualitative nature of the theory and to demonstrate its potential real-world uses, the computer model attempts to avoid complex mathematics as far as possible and to produce transparent, non-expert results
Non-determinism in the narrative structure of video games
PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on usersâ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular
Mechanisms Driving Digital New Venture Creation & Performance: An Insider Action Research Study of Pure Digital Entrepreneurship in EdTech
Digitisation has ushered in a new era of value creation where cross border data flows generate more economic value than traditional flows of goods. The powerful new combination of digital and traditional forms of innovation has seen several new industries branded with a âtechâ suffix. In the education technology sector (EdTech), which is the industry context of this research, digitisation is driving double-digit growth into a projected $240 billion industry by 2021. Yet, despite its contemporary significance, the field of entrepreneurship has paid little attention to the phenomenon of digital entrepreneurship. As several scholars observe, digitisation challenges core organising axioms of entrepreneurship, with significant implications for the new venture creation process in new sectors such as EdTech. New venture creation no longer appears to follow discrete and linear models of innovation, as spatial and temporal boundaries get compressed. Given the paradigmatic shift, this study investigates three interrelated themes. Firstly, it seeks to determine how a Pure Digital Entrepreneurship (PDE) process develops over time; and more importantly, how the journey challenges extant assumptions of the entrepreneurial process. Secondly, it strives to identify and theorise the deep structures which underlie the PDE process through mechanism-based explanations. Consequently, the study also seeks to determine the causal pathways and enablers which overtly or covertly interrelate to power new venture emergence and performance. Thirdly, it aims to offer practical guidelines for nurturing the growth of PDE ventures, and for the development of supportive ecosystems. To meet the stated objectives, this study utilises an Insider Action Research (IAR) approach to inquiry, which incorporates reflective practice, collaborative inquiry and design research for third-person knowledge production. This three-pronged approach to inquiry allows for the enactment of a PDE journey in real-time, while acquiring a holistic narrative in the âswampy lowlandsâ of new venture creation. The findings indicate that the PDE process is differentiated by the centrality of digital artifacts in new venture ideas, which in turn result in less-bounded processes that deliver temporal efficiencies â hence, the shorter new venture creation processes than in traditional forms of entrepreneurship. Further, PDE action is defined by two interrelated events â digital product development and digital growth marketing. These events are characterised by the constant forking, merging and termination of diverse activities. Secondly, concurrent enactment and piecemeal co-creation were found to be consequential mechanisms driving temporal efficiencies in digital product development. Meanwhile, data-driven operation and flexibility combine in digital growth marketing, to form higher order mechanisms which considerably reduce the levels of task-specific and outcome uncertainties. Finally, the study finds that digital growth marketing is differentiated from traditional marketing by the critical role of algorithmic agencies in their capacity as gatekeepers. Thus, unlike traditional marketing, which emphasises customer sovereignty, digital growth marketing involves a dual focus on the needs of human and algorithmic stakeholders. Based on the findings, this research develops a pragmatic model of pure digital new venture creation and suggests critical policy guidelines for nurturing the growth of PDE ventures and ecosystems
Business process resource networks: a multi-theoretical study of continuous organisational transformation
Drawing on multiple theoretical lenses, this research studies continuous transformation, or âmorphingâ, of a business process resource network (BPRN). The aim is to further our understanding of continuous organisational change at the lowest levels of analysis within an organisation: that is, at the resource level, and that resourceâs relationships to other resources as they exist within a BPRN.
Data was gathered from a single, in depth case study. Analysis was achieved by means of mapping BPRN evolution using âtemporal bracketingâ, âvisualâ and ânarrativeâ approaches (Langley, 1999). The analysis revealed two mechanisms that appear to govern microstate morphing: bond strength and stakeholder expectation. In addition, four factors emerged as important: environmental turbulence, timing and timeliness of changes, concurrency of changes, and enduring business logic.
An emergent model of microstate morphing which acknowledges the importance of socio-materiality in actor network morphogenesis (ANM) is presented. This study shows how effective relationships and configuration of resources within the BPRN can be achieved to facilitate timely, purposeful morphing. Five propositions are offered from the emergent ANM model. Specifically, these relate to the conditional operating parameters and the identified generative mechanisms for continuous organisational transformation within the BPRN.
Implications for practice are significant. A heuristic discussion guide containing a series of questions framed around the ANM model to highlight the challenges of microstate morphing for practitioners is proposed.
Two routes for future research are suggested: replication studies, and quantifying BPRN change in relation to an organisationâs environment using a
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survey instrument and inferential statistical analysis based on the ANM model features and propositions
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