675 research outputs found

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed ï»żcharacteristics of the scenario

    Advancing Computational Models of Narrative

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    Report of a Workshop held at the Wylie Center, Beverly, MA, Oct 8-10 2009Sponsored by the AFOSR under MIT-MURI contract #FA9550-05-1-032

    Communicating with Culture: How Humans and Machines Detect Narrative Elements

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    To understand how people communicate, we must understand how they leverage shared stories and all the knowledge, information, and associations contained within those stories. I examine three classes of narrative elements that convey a wealth of cultural knowledge: Propp\u27s morphology, motifs, and discourse structure. Propp\u27s morphology communicates how roles and actions drive a narrative forward; motifs fill those roles and actions with specific, remarkable events; discourse groups these into a coherent structure to convey a point. My thesis has three aims: first, to demonstrate that people can reliably detect and identify all three of these narrative elements; second, to develop automatic detectors for discourse and motifs; third, to demonstrate the deep relation between these narrative elements and other theories of narrative structure and knowledge representation that I refer to as the \textit{continuum of communication}. The first step of my work answers two key questions about Propp\u27s morphology by demonstrating the reliability of annotators applying Propp\u27s scheme across a variety of experiments, in a double-blind annotation study. Additionally, I demonstrate a shortcoming in Propp\u27s scheme, demonstrating areas in which there are elements present in the folktales he analyzed that are not part of his morphology. The second step of my work, showing that people familiar with motifs can reliably detect when they are being used to share information and associations, approaches this problem by performing a large-scale annotation study of 21,000 examples into four categories performed by three pairs of annotators over a period of 11 weeks. I show that, in a double-blind annotation study, people familiar with the motifs had a moderate to high degree of agreement, demonstrating the reliability of humans at this task. The third step demonstrates the reliability of applying a theory of news discourse structure to news articles via a double-blind annotation study and, using the results of this annotation, demonstrate a preliminary detector of the news discourse function of paragraphs in news articles. The fourth step of my work, detecting motific usage automatically, consists of a large-scale pipeline that achieves moderate performance. This pipeline is the first work towards automatically detecting motific usage of motifs and beats out simple baselines while comparing favorably too and generalizing better than a simple neural network baseline system. Additionally, the pipeline uses explainable features that can be used in future work to further develop our understanding of how humans automatically detect motifs. Finally, I describe an exploration of the broader scope of narrative elements that communicate information between individuals who share a cultural or sub-cultural background. This work is based off of a small-scale, in-lab annotation of posts from the “incel” subculture, a niche internet community with extremist elements and, at times, disturbing content. This small annotation has revealed a complex landscape encompassing fourteen categories, more than three times the number of elements as the large-scale annotation, many of which resemble the moving parts of other theories on narrative structure and cognition, including Vladimir Propp\u27s morphology of folktales and Silvan Tomkins\u27 script theory. I describe these relations and provide a rough continuum of the landscape of narrative communication

    Emergent narrative - towards a narrative theory of virtual reality

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    The recent improvements and developments on Intelligent Agents (IA), Artificial Intelligence (AI) and 3D visualisation, coupled with an increasing desire to integrate interactivity within virtual spaces bring concerns in regard to the articulation of narratives in such environments
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