29,011 research outputs found

    Agents’ interaction in virtual storytelling

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    In this paper we describe a fully implemented prototype for interactive storytelling using the Unreal engine. Using a sit-com like scenario as an example of how the dynamic interactions between agents and/or the user dramatise the emerging story. Hierarchical Task Networks (HTNs) are formalised using AND/OR graphs, which are used to describe the many possible variations of the story at a sub-goal level, and the set of all behaviours (from a narrative perspective) of the primary actors at a terminal action level. We introduc

    Using Out-of-Character Reasoning to Combine Storytelling and Education in a Serious Game

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    To reconcile storytelling and educational meta-goals in the context of a serious game, we propose to make use of out-of-character reasoning in virtual agents. We will implement these agents in a serious game of our design, which will focus on social interaction in conflict scenarios with the meta-goal of improving social awareness of users. The agents will use out-of-character reasoning to manage conflicts by assuming different in-character personalities or by planning to take specific actions based on interaction with the users. In-character reasoning is responsible for the storytelling concerns of character believability and consistency. These are not endangered by out-of-character reasoning, as it takes in-character information into account when making decisions

    Interactive narration with a child: impact of prosody and facial expressions

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    International audienceIntelligent Virtual Agents are suitable means for interactive sto-rytelling for children. The engagement level of child interaction with virtual agents is a challenging issue in this area. However, the characteristics of child-agent interaction received moderate to little attention in scientific studies whereas such knowledge may be crucial to design specific applications. This article proposes a Wizard of Oz platform for interactive narration. An experimental study in the context of interactive story-telling exploiting this platform is presented to evaluate the impact of agent prosody and facial expressions on child participation during storytelling. The results show that the use of the virtual agent with prosody and facial expression modalities improves the engagement of children in interaction during the narrative sessions

    MISER: Mise-En-ScĂšne Region Support for Staging Narrative Actions in Interactive Storytelling

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    The recent increase in interest in Interactive Storytelling systems, spurred on by the emergence of affordable virtual reality technology, has brought with it a need to address the way in which narrative content is visualized through the complex staging of multiple narrative agents' behaviors within virtual story worlds. In this work we address the challenge of automating several aspects of staging the activities of a population of narrative agents and their interactions, where agents can have differing levels of narrative relevance within the situated narrative actions. Our solution defines an approach that integrates the use of multiple dynamic regions within a virtual story world, specified via a semantic representation that is able to support the staging of narrative actions through the behaviors of the primary and background agents' that are involved. This encompasses both the mechanics of dealing with the narrative discourse level as well as the interaction with the narrative generation layer to account for any dynamic modifications of the virtual story world. We refer to this approach as mise-en-scĂšne region (miser) support. In this paper, we describe our approach and its integration as part of a fully implemented Interactive Storytelling system. We illustrate the work through detailed examples of short narrative instantiations. We present the results of our evaluation which clearly demonstrate the potential of the miser approach, as well as its scalability

    A Study on Virtual Reality Storytelling by Story Authoring Tool Algorithm

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    The objective of this study was to examine the storytelling principles of virtual reality contents, which are recently grabbing much attention, and the patterns of their generation rules and, based on the results, to analyze the elements and structure of a storytelling method suitable for virtual reality contents. In virtual reality environment, a story is usually being generated between choices made by a user who behaves autonomously under simulated environmental factors and the environmental constraints. This corresponds to a mutually complementary role of representation and simulation, which has been hotly discussed in the field of interactive storytelling. This study was conducted based on the assumption that such a mutually complementary realization is ideal for virtual reality storytelling. A simulation-based story authoring tool is a good example that shows this mutual complementation, in that it develops a story through various algorithms which involves the interaction of agents which occur within the strata of a virtual environment. Therefore, it can be a methodology for virtual reality storytelling. The structures and elements of narratives used in virtual reality storytelling which achieve balance of representation and simulation are much similar to an algorithm strategy of a simulation-based story authoring tool. The virtual reality contents released up to now can be classified into four categories based on the two axes of representation and simulation. The study focused on contents which are layered in higher strata of both representation and simulation. In the perspective of representation strata, these contents are actively using such elements as goal, event, action, perception, internal element, outcome, and setting element, which are constituents of ‘Fabula model’, to generate time relations and cause-effect relations. And in the perspective of simulation strata, the use of the ‘Late commitment’ strategy allowed users to understand the meanings of their actions taken during the process of experimenting with various dynamic principles within the environment

    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

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Smart Conversational Agents for Reminiscence

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    In this paper we describe the requirements and early system design for a smart conversational agent that can assist older adults in the reminiscence process. The practice of reminiscence has well documented benefits for the mental, social and emotional well-being of older adults. However, the technology support, valuable in many different ways, is still limited in terms of need of co-located human presence, data collection capabilities, and ability to support sustained engagement, thus missing key opportunities to improve care practices, facilitate social interactions, and bring the reminiscence practice closer to those with less opportunities to engage in co-located sessions with a (trained) companion. We discuss conversational agents and cognitive services as the platform for building the next generation of reminiscence applications, and introduce the concept application of a smart reminiscence agent
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