4,941 research outputs found

    A Discussion of Interactive Storytelling Techniques for Use in a Serious Game

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    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

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    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.

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    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

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    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

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    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

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    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

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    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

    Amigo: Prevention through Multiple Composite Scenarios

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