39,592 research outputs found

    An Event-Centric Planning Approach for Dynamic Real-Time Narrative

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    In this paper, we propose an event-centric planning framework for directing interactive narratives in complex 3D environments populated by virtual humans. Events facilitate precise authorial control over complex interactions involving groups of actors and objects, while planning allows the simulation of causally consistent character actions that conform to an overarching global narrative. Events are defined by preconditions, postconditions, costs, and a centralized behavior structure that simultaneously manages multiple participating actors and objects. By planning in the space of events rather than in the space of individual character capabilities, we allow virtual actors to exhibit a rich repertoire of individual actions without causing combinatorial growth in the planning branching factor. Our system produces long, cohesive narratives at interactive rates, allowing a user to take part in a dynamic story that, despite intervention, conforms to an authored structure and accomplishes a predetermined goal

    An Event-Centric Planning Approach for Dynamic Real-Time Narrative

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    Collaboration in the Semantic Grid: a Basis for e-Learning

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    The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning

    Dynamic theme-based narrative systems

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    The advent of videogames, and the new forms of expressions they offered, sprouted the possibility of presenting narratives in ways that could capitalize on unique qualities of the media, most notably the agency found in their interactive nature. In spite of many people in the game studies’ field interested in how far said novelty could bring narrative experiences, most approached the creation of narrative systems from a structural approach (especially the classical Aristotelian one), and concurrently, with a bottom-up (characters defining a world) or top-down (world defining characters) perspective. While those more mainstream takes have been greatly progressing what interactive digital narrative can be, this research intended to take a bit of a detour, proposing a functionally similar system that emphasized thematic coherence and responsiveness above all else. Once the theoretical formulation was done, taking into consideration previously similar or tangential systems, a prototype would be developed to make a first step towards validating the proposal, and contribute to building a better understanding of the field’s possibilities

    A User-Centric Adaptive Story Architecture – Borrowing from Acting Theories.

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    Interactive virtual environments are becoming increasingly popular for their utility in education, virtual training, and entertainment. These applications often rely on a scenario that is revealed to the user as he/she interacts with synthetic objects and characters that inhabit virtual worlds. Current interactive narrative architectures used in the interactive entertainment industry often use decision trees, which are hard to author and modify. Some interactive entertainment productions are starting to use more generative techniques, such as plan-based or goal-based narrative. In this paper, I present an interactive narrative architecture that extends current research in interactive narrative by integrating a user modeling and user behavior analysis technique, which I argue facilities a more engaging and fulfilling experience. I have implemented the architecture within an interactive story called Mirage. The architecture resulted from an iterative design and development process involving a team that included film and theatre professionals. During this design and development process, I have experimented and evaluated different narrative techniques, which resulted in the proposed architecture

    Real-Time Storytelling with Events in Virtual Worlds

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    We present an accessible interactive narrative tool for creating stories among a virtual populace inhabiting a fully-realized 3D virtual world. Our system supports two modalities: assisted authoring where a human storyteller designs stories using a storyboard-like interface called CANVAS, and exploratory authoring where a human author experiences a story as it happens in real-time and makes on-the-fly narrative trajectory changes using a tool called Storycraft. In both cases, our system analyzes the semantic content of the world and the narrative being composed, and provides automated assistance such as completing partially-specified stories with causally complete sequences of intermediate actions. At its core, our system revolves around events -â?? pre-authored multi-actor task sequences describing interactions between groups of actors and props. These events integrate complex animation and interaction tasks with precision control and expose them as atoms of narrative significance to the story direction systems. Events are an accessible tool and conceptual metaphor for assembling narrative arcs, providing a tightly-coupled solution to the problem of converting author intent to real-time animation synthesis. Our system allows simple and straightforward macro- and microscopic control over large numbers of virtual characters with diverse and sophisticated behavior capabilities, and reduces the complicated action space of an interactive narrative by providing analysis and user assistance in the form of semi-automation and recommendation services

    Authoring Multi-Actor Behaviors in Crowds With Diverse Personalities

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    Multi-actor simulation is critical to cinematic content creation, disaster and security simulation, and interactive entertainment. A key challenge is providing an appropriate interface for authoring high-fidelity virtual actors with featurerich control mechanisms capable of complex interactions with the environment and other actors. In this chapter, we present work that addresses the problem of behavior authoring at three levels: Individual and group interactions are conducted in an event-centric manner using parameterized behavior trees, social crowd dynamics are captured using the OCEAN personality model, and a centralized automated planner is used to enforce global narrative constraints on the scale of the entire simulation. We demonstrate the benefits and limitations of each of these approaches and propose the need for a single unifying construct capable of authoring functional, purposeful, autonomous actors which conform to a global narrative in an interactive simulation

    Communicating Resilience: A Discursive Leadership Perspective

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    In this essay we challenge whether current conceptions of optimism, hope, and resilience are complete enough to account for the complexity and nuance of developing and maintaining these in practice. For example, a quick perusal of popular outlets (e.g., Forbes, Harvard Business Review) reveals advice to managers urging them to “be optimistic,” or “be happy” so that these types of emotions or feelings can spread to the workplace. One even finds simple advice and steps to follow on how to foster these types of things in the workplace (McKee; Tjan). We argue that this common perspective focuses narrowly on individuals and does not account for the complexity of resilience. Consequently, it denies the role of context, culture, and interactions as ways people develop shared meaning and reality. To fill this gap in our understanding, we take a social constructionist perspective to understand resilience. In other words, we foreground communication as the primary building block to sharing meaning and creating our worlds. In so doing, we veer away from the traditional focus on the individual and instead emphasise the social and cultural elements that shape how meaning is shared by peoples in various contexts (Fairhurst, Considering Context). Drawing on a communication, discourse-centered perspective we explore hope and optimism as concepts commonly associated with resilience in a work context. At work, leaders play a vital role in communicating ways that foster resilience in the face of organisational issues and events (e.g., environmental crises, downsizing). Following this lead, discursive leadership offers a framework that positions leadership as co-created and as the management of meaning through framing (Fairhurst, Power of Framing). Thus, we propose that a discursive leadership orientation can contribute to the communicative construction of resilience that moves away from individual perspectives to an emphasis on the social. From a discursive perspective, leadership is defined as a process of meaning management; attribution given by followers or observers; process-focused rather than leader-focused; and as shifting and distributed among several organizational members (Fairhurst Power of Framing). By switching from the individual focus and concentrating on social and cultural systems, discursive leadership is able to study concepts related to subjectivity, cultures, and identities as it relates to meaning. Our aim is to offer leaders an alternative perspective on resilience at the individual and group level by explaining how a discursive orientation to leadership can contribute to the communicative construction of resilience. We argue that a social constructionist approach provides a perspective that can unravel the multiple layers that make up hope, optimism, and resilience. We begin with a peek into the social scientific perspective that is so commonplace in media and popular portrayals of these constructs. Then, we explain the social constructionist perspective that grounds our framework, drawing on discursive leadership. Next, we present an alternative model of resilience, one that takes resilience as communicatively constructed and socially created. We believe this more robust perspective can help individuals, groups, and cultures be more resilient in the face of challenges

    MISER: Mise-En-Scène 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-scène 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
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