4,941 research outputs found
A Discussion of Interactive Storytelling Techniques for Use in a Serious Game
This report addresses a collection of interactive storytelling systems to provide an overview of state-of-the-art methods of narrative management and of enabling social interaction between users and virtual agents. This is done to inform the construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously
Selection Criteria for Commercial Off-the-Shelf (COTS) Video Games for Language Learning
This article addresses criteria for choosing commercial off-the-shelf(COTS) games and their implementation in the classroom and other L2learning environments. The proposal and discussion of a set of suchcriteria, which include the categories of motivation and flow, clearlydefined and spaced goals, game skills and game mechanics, content,story and narrative, multimodality, agency, course integration andscaffolding, and financial, technical, and administrative considerationsare the focus of this article. This discussion is followed by the analysesof three examples of COTS games (Buzz, Heavy Rain, and SingStar)which may be suitable in a L2 learning context
The possibility conditions of narrative identity.
The focus of this dissertation is narrative identity theory, i.e. the proposition that our
sense of self is structured like a story. The imputed advantage of narrativity identity is
that it enables great coherence and guidance to our complex lives composed of
multiple and often conflicting inner impulses and social demands. The manner in
which this is accomplished is that narrativity functions metaphorically as a tacit,
formative operation, which transfers the intelligibility inherent in the familiar domain of
stories to the more elusive domain of personal identity. Narrativity is an epistemically
efficient kind of discourse which can synthesize a multitude of elements into a unity
called plot. A plot gives unity to the whole of a story and confers significance to its
parts. Both narrativity and metaphoricity are the more recognizable products of an
underlying mechanism both share, i.e. productive imagination. This faculty
pervasively and continually configures the whole field of our experience, accentuating
the relevant structures of our physical, social or inner, affective-mental environment
(context) and projects the path through this environment towards a physical destiny,
social accomplishment or resolution (direction). With the tools of classic Husserlian
phenomenology and its radicalization in Heideggerian existential hermeneutics the
main concepts of narrativity, metaphoricity and productive imagination can be further
clarified and connected. This will enable a discussion about the question whether the
ontological status of narrative identity can be construed such that either 1) personal
identity merely has narrative cognition available as a pervasive, tacit tool to cope with
life, or 2) whether our personal identity is nothing but the product of the productive The focus of this dissertation is narrative identity theory, i.e. the proposition that our
sense of self is structured like a story. The imputed advantage of narrativity identity is
that it enables great coherence and guidance to our complex lives composed of
multiple and often conflicting inner impulses and social demands. The manner in
which this is accomplished is that narrativity functions metaphorically as a tacit,
formative operation, which transfers the intelligibility inherent in the familiar domain of
stories to the more elusive domain of personal identity. Narrativity is an epistemically
efficient kind of discourse which can synthesize a multitude of elements into a unity
called plot. A plot gives unity to the whole of a story and confers significance to its
parts. Both narrativity and metaphoricity are the more recognizable products of an
underlying mechanism both share, i.e. productive imagination. This faculty
pervasively and continually configures the whole field of our experience, accentuating
the relevant structures of our physical, social or inner, affective-mental environment
(context) and projects the path through this environment towards a physical destiny,
social accomplishment or resolution (direction). With the tools of classic Husserlian
phenomenology and its radicalization in Heideggerian existential hermeneutics the
main concepts of narrativity, metaphoricity and productive imagination can be further
clarified and connected. This will enable a discussion about the question whether the
ontological status of narrative identity can be construed such that either 1) personal
identity merely has narrative cognition available as a pervasive, tacit tool to cope with
life, or 2) whether our personal identity is nothing but the product of the productive The focus of this dissertation is narrative identity theory, i.e. the proposition that our
sense of self is structured like a story. The imputed advantage of narrativity identity is
that it enables great coherence and guidance to our complex lives composed of
multiple and often conflicting inner impulses and social demands. The manner in
which this is accomplished is that narrativity functions metaphorically as a tacit,
formative operation, which transfers the intelligibility inherent in the familiar domain of
stories to the more elusive domain of personal identity. Narrativity is an epistemically
efficient kind of discourse which can synthesize a multitude of elements into a unity
called plot. A plot gives unity to the whole of a story and confers significance to its
parts. Both narrativity and metaphoricity are the more recognizable products of an
underlying mechanism both share, i.e. productive imagination. This faculty
pervasively and continually configures the whole field of our experience, accentuating
the relevant structures of our physical, social or inner, affective-mental environment
(context) and projects the path through this environment towards a physical destiny,
social accomplishment or resolution (direction). With the tools of classic Husserlian
phenomenology and its radicalization in Heideggerian existential hermeneutics the
main concepts of narrativity, metaphoricity and productive imagination can be further
clarified and connected. This will enable a discussion about the question whether the
ontological status of narrative identity can be construed such that either 1) personal
identity merely has narrative cognition available as a pervasive, tacit tool to cope with
life, or 2) whether our personamagination operating through narrativityl identity is nothing but the product of the productiv
Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative
Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives
Towards a crowdsourced solution for the authoring bottleneck in interactive narratives
Interactive Storytelling research has produced a wealth of technologies that can be
employed to create personalised narrative experiences, in which the audience takes
a participating rather than observing role. But so far this technology has not led
to the production of large scale playable interactive story experiences that realise
the ambitions of the field. One main reason for this state of affairs is the difficulty
of authoring interactive stories, a task that requires describing a huge amount of
story building blocks in a machine friendly fashion. This is not only technically
and conceptually more challenging than traditional narrative authoring but also a
scalability problem.
This thesis examines the authoring bottleneck through a case study and a literature
survey and advocates a solution based on crowdsourcing. Prior work has already
shown that combining a large number of example stories collected from crowd workers
with a system that merges these contributions into a single interactive story can be
an effective way to reduce the authorial burden. As a refinement of such an approach,
this thesis introduces the novel concept of Crowd Task Adaptation. It argues that in
order to maximise the usefulness of the collected stories, a system should dynamically
and intelligently analyse the corpus of collected stories and based on this analysis
modify the tasks handed out to crowd workers.
Two authoring systems, ENIGMA and CROSCAT, which show two radically different
approaches of using the Crowd Task Adaptation paradigm have been implemented and
are described in this thesis. While ENIGMA adapts tasks through a realtime dialog
between crowd workers and the system that is based on what has been learned from
previously collected stories, CROSCAT modifies the backstory given to crowd workers
in order to optimise the distribution of branching points in the tree structure that
combines all collected stories. Two experimental studies of crowdsourced authoring
are also presented. They lead to guidelines on how to employ crowdsourced authoring
effectively, but more importantly the results of one of the studies demonstrate the
effectiveness of the Crowd Task Adaptation approach
Crafting a Narrative Inheritance: An HCI Design Framework for Family Memory
This dissertation describes a research agenda for designing technologies to support and enhance intergenerational family memory. I employ an interpretivist, mixed methods approach combining ethnographic inquiry and research-through-design to understand the practices and values enacted in this context. These insights are linked to design through the concept of a narrative inheritance. Narrative inheritance frames family memory as a collective accomplishment among family members, both a negotiated process and a mediated product continually reconstructed across generations. To consider the implications of this negotiation and mediation for design, I include an analysis of three “wicked problems” facing those who seek to pass on family memories across generations: anticipating future audiences, curating large-scale collections, and negotiating dissonant values across many family members. The problems highlight the sociotechnical nature of family memory and values at work that influence design decisions and outcomes.
This work includes three studies employing ethnographic methods to investigate cross-generational memory sharing practices, focusing especially on the crafting of family stories and the challenges of managing the mementos and heirlooms which mediate family memory. The concluding two studies employ design prototypes as generative artifacts to elucidate and work out the socio-technical values and tensions which become embedded in design for intergenerational family memory. The insights gained from the ethnographic and design work in this thesis will help designers better understand the accomplishment of family memory in light of complex “wicked” problems, leading to more nuanced and engaging designs for real-world use.
The work presented in this dissertation makes the following contributions:
1) Identifies the practices enacted by families sharing memories with future generations, especially navigating mediation dilemmas,
2) Develops an understanding of how recipients of shared family memories respond to and interpret incompleteness (of narratives) and overabundance (of artifacts),
3) Explores the design space of collective, multi-lifespan systems for passing on a family’s “narrative inheritance”
4) Develops a design framework for technologies for a “narrative inheritance” that helps designers identify and navigates the multiple consonant and dissonant values of intergenerational family memory.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/140877/1/jazzij_1.pd
Mosaic narrative a poetics of cinematic new media narrative
This thesis proposes the Poetics of Mosaic Narrative as a tool for theorising the creation and telling of cinematic stories in a digital environment. As such the Poetics of Mosaic Narrative is designed to assist creators of new media narrative to design dramatically compelling screen based stories by drawing from established theories of cinema and emerging theories of new media. In doing so it validates the crucial element of cinematic storytelling in the digital medium, which due to its fragmentary, variable and re-combinatory nature, affords the opportunity for audience interaction.
The Poetics of Mosaic Narrative re-asserts the dramatic and cinematic nature of narrative in new media by drawing upon the dramatic theory of Aristotle’s Poetics, the cinematic theories of the 1920s Russian Film Theorists and contemporary Neo-Formalists, the narrative theories of the 1960s French Structuralists, and the scriptwriting theories of contemporary cinema. In particular it focuses on the theory and practice of the prominent new media theorist, Lev Manovich, as a means of investigating and creating a practical poetics.
The key element of the Poetics of Mosaic Narrative is the expansion of the previously forgotten and undeveloped Russian Formalist concept of cinematurgy which is vital to the successful development of new media storytelling theory and practice. This concept, as originally proposed but not elaborated by Kazansky, encompasses the notion of the creation of cinematic new media narrative as a mosaic – integrally driven by the narrative systems of plot, as well as the cinematic systems of visual style created by the techniques of cinema- montage, cinematography and mise-en-scene
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Preservation in the Dark: Current Trends and Future Prospects for Son et Lumiere in China
This thesis aims to explore the questions of what the successful cases of preservation-oriented son et lumiere are like and how the future application of son et lumiere can be further improved to benefit the heritage sites in China. These questions are primarily unfolded by three case studies in China: Son et lumiere at Tulou (Eryilou), Fujian; Son et lumiere at City Wall in Laomendong Historic District, Nanjing; Son et lumiere at the Ruins of St. Paul’s, Macao (2018 Macao Light Festival). The relative successes and weaknesses of each these son et lumiere cases in China are identified, evaluated, compared and analyzed according to the on-site research and the criteria established based on the study of the history of son et lumiere, case studies, and some general investigation of other on-going son et lumiere cases by far in China.
With the development of nocturnal tourism, the abundant resources of historical sites, and the support from the governments in China, son et lumiere is and will still be a trend in China. Improving the quality of son et lumiere and devoting to the creation of a successful, preservation-oriented son et lumiere is the goal and also the requirement in the future application of son et lumiere in China. An effective son et lumiere beneficial to the preservation of heritage sites is supposed to, on the premise of not touching the historical fabrics, through creating an immersive experience of heritage sites to attract the audience’s attention and successfully convey the historical and cultural information of the site to a broader audience, thereby establishing an interactive communication and relationship between people and heritage so that evoking the spectators’ enthusiasms to the historical sites. To achieve this goal and success, based on the current situation of son et lumiere in China, the content of the show is the priority that needs to be taken into more serious consideration for the better representation of the sites’ characteristics, values and attractions to the audiences and thereby benefiting the preservation of the sites
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