6,556 research outputs found

    Raconteur : intelligent assistance for conversational storytelling with media libraries

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 99-103).People who are not professional storytellers sometimes have difficulty putting together a coherent and engaging story, even when it is about their own experiences. However, consider putting the same person in a conversation with a sympathetic, interested and questioning listener, suddenly the story comes alive. There's something about the situation of being in a conversation that encourages people to stay on topic, make coherent points, and make the story interesting for a listener. Raconteur is a system for conversational storytelling between a storyteller and a viewer. It provides intelligent assistance in illustrating a life story with photos and videos from a personal media library. Raconteur performs natural language processing on a text chat between two users and recommends appropriate media items from the annotated library, each file with one or a few sentences in unrestricted English. A large commonsense knowledge base and a novel commonsense inference technique are used to understand event relations and determine narration similarity using concept vector computation that goes beyond keyword matching or word co-occurrence based techniques. Furthermore, by identifying larger scale story patterns such as problem and resolution or expectation violation, it assists users in continuing the chatted story coherently. A small user study shows that people find Raconteur's suggestions helpful in real-time storytelling and its interaction design engaging to explore stories together.by Pei-Yu (Peggy) Chi.S.M

    Emotions, behaviour and belief regulation in an intelligent guide with attitude

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    Abstract unavailable please refer to PD

    MemoryLane: An intelligent mobile companion for elderly users

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    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Building Artificially Intelligent Learning Games

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    The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs)

    "Mango Mango, How to Let The Lettuce Dry Without A Spinner?'': Exploring User Perceptions of Using An LLM-Based Conversational Assistant Toward Cooking Partner

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    The rapid advancement of the Large Language Model (LLM) has created numerous potentials for integration with conversational assistants (CAs) assisting people in their daily tasks, particularly due to their extensive flexibility. However, users' real-world experiences interacting with these assistants remain unexplored. In this research, we chose cooking, a complex daily task, as a scenario to investigate people's successful and unsatisfactory experiences while receiving assistance from an LLM-based CA, Mango Mango. We discovered that participants value the system's ability to provide extensive information beyond the recipe, offer customized instructions based on context, and assist them in dynamically planning the task. However, they expect the system to be more adaptive to oral conversation and provide more suggestive responses to keep users actively involved. Recognizing that users began treating our LLM-CA as a personal assistant or even a partner rather than just a recipe-reading tool, we propose several design considerations for future development.Comment: Under submission to CHI202

    Worlds with Words: Discourse and Frame Analysis of Performance Storytelling

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    In this thesis, I explore how performance storytellers create intense focus on imaginal realities through language—a phenomenon sometimes called “transport” or “realm-shift.” To this end, recordings of performances by two professional storytellers were transcribed and examined through the lens of frame theory and discourse analysis. Examination of these transcripts shows that storytellers employ clusters of linguistic involvement strategies around frame transitions, facilitating realm-shift. Additionally, it shows that throughout a telling, tellers shape discourse around frame shifts that draw attention to significant elements, particularly those that establish a story’s relevance to the occasion of its telling and those that contribute to meaningful story interpretation. This research highlights the ways that meaningful interpretation of a story depends on successful navigation of frames, revealing that the power of a storytelling event depends largely on the connections between realms of discourse
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