5,552 research outputs found

    A conceptual framework for interactive virtual storytelling

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    This paper presents a framework of an interactive storytelling system. It can integrate five components: management centre, evaluation centre, intelligent virtual agent, intelligent virtual environment, and users, making possible interactive solutions where the communication among these components is conducted in a rational and intelligent way. Environment plays an important role in providing heuristic information for agents through communicating with the management centre. The main idea is based on the principle of heuristic guiding of the behaviour of intelligent agents for guaranteeing the unexpectedness and consistent themes

    A Trip to the Moon: Personalized Animated Movies for Self-reflection

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    Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Can Computers Create Art?

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    This essay discusses whether computers, using Artificial Intelligence (AI), could create art. First, the history of technologies that automated aspects of art is surveyed, including photography and animation. In each case, there were initial fears and denial of the technology, followed by a blossoming of new creative and professional opportunities for artists. The current hype and reality of Artificial Intelligence (AI) tools for art making is then discussed, together with predictions about how AI tools will be used. It is then speculated about whether it could ever happen that AI systems could be credited with authorship of artwork. It is theorized that art is something created by social agents, and so computers cannot be credited with authorship of art in our current understanding. A few ways that this could change are also hypothesized.Comment: to appear in Arts, special issue on Machine as Artist (21st Century

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Under the influence::Using natural language in interactive storytelling

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    Interacting in natural language with virtual actors is an important aspect of the development of future Interactive Storytelling systems. We describe a paradigm for speech interfaces in interactive storytelling based on the notion of influence. In this paradigm, the user is mainly a spectator who is however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts and mapping them to the plans which implement characters' behaviours in the story. We discuss some examples based on a preliminary, yet fully implemented, prototype

    Designing a realistic peer-like embodied conversational agent for supporting children\textquotesingle s storytelling

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    Advances in artificial intelligence have facilitated the use of large language models (LLMs) and AI-generated synthetic media in education, which may inspire HCI researchers to develop technologies, in particular, embodied conversational agents (ECAs) to simulate the kind of scaffolding children might receive from a human partner. In this paper, we will propose a design prototype of a peer-like ECA named STARie that integrates multiple AI models - GPT-3, Speech Synthesis (Real-time Voice Cloning), VOCA (Voice Operated Character Animation), and FLAME (Faces Learned with an Articulated Model and Expressions) that aims to support narrative production in collaborative storytelling, specifically for children aged 4-8. However, designing a child-centered ECA raises concerns about age appropriateness, children\textquotesingle s privacy, gender choices of ECAs, and the uncanny valley effect. Thus, this paper will also discuss considerations and ethical concerns that must be taken into account when designing such an ECA. This proposal offers insights into the potential use of AI-generated synthetic media in child-centered AI design and how peer-like AI embodiment may support children\textquotesingle s storytelling.Comment: 6 pages with 2 figures. The paper has been peer-reviewed and presented at the "CHI 2023 Workshop on Child-centred AI Design: Definition, Operation and Considerations, April 23, 2023, Hamburg, German
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