5,312 research outputs found

    A Creative Exploration of the Use of Intelligent Agents in Spatial Narrative Structures

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    This thesis is an interdisciplinary study of authoring tools for creating spatial narrative structures– exposing the relationship between artists, the tools they use, and the experiences they create. It is a research-creation enterprise resulting in the creation of a new authoring tool. A prototype collaborative tool for authoring spatial narratives used at the Land|Slide: Possible Futures public art exhibit in Markham, Ontario 2013 is described. Using narrative analysis of biographical information a cultural context for authoring and experiencing spatial narrative structures is discussed. The biographical information of artists using digital technologies is posited as a context framing for usability design heuristics. The intersection of intelligent agents and spatial narrative structures provide a future scenario by which to assess the suitability of the approach outlined in this study

    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

    Instructional Basis of Libra

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    Neverwinter Nights in Alberta: Conceptions of Narrativity through Fantasy Role-Playing Games in a Graduate Classroom

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    Computer role-playing games offer a unique opportunity to aid graduate-level analysis of hypermedia narratives. In this paper, we discuss the application of complex game authoring tools in HUCO-616: Multimedia in the Humanities, a graduate multimedia course in humanities computing (Huco) at the University of Alberta. Offered annually, this course is intended for students in the second year of their program. Much of the content for this article relates to experiences in the academic years 2003-05. The Huco program embraces a pedagogical imperative to marry theoretical and practical elements (Sinclair and Gouglas 2002; Gouglas, Sinclair, and Morrison, forthcoming). We believe that only those learners who have facility with a particular technology can effectively understand how that technology alters and informs interactions with source material. To paraphrase George Grant (1976), the computer does indeed impose on us the way it will be used; only through informed use can we understand this impact. For many students, the practical component of HUCO-616 was an unprecedented educational experience that required them to reflect on concepts of narrative and interactivity through active engagement with hypermedia environments and the creation of personal digital narratives (Exhibit 1). This approach contrasts common pedagogical practice in various social science and humanities programs where students are rarely asked to try their hands at creating the types of work they are being trained to study
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