1,830 research outputs found

    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

    Second language writing instruction: A recent practice in Indonesia

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    Today, a majority of people appear to agree that with the rapid development of English, writing skills cannot be isolated as a standout amongst the most critical skills ((Ali & Hasanah, 2014; Asrifan, 2015). Mustafa and Samad (2015, p. 32) identified two roles of writing for English learners. To start with, it promotes the learners’ thinking skills, manages their ideas, and enhances their ability in concluding, analyzing and criticizing. Also, it encourages learning, thinking and reflecting on their ability in English. Besides, H Douglas Brown (2007) emphasized that writing is an ability that cannot be produced naturally. Writing is often viewed as a result of the thinking, drafting and revising process that requires particular skills

    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

    Authoring of Adaptive Single-Player Educational Games

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    Digital Educational Games, as one of the most important application areas of Serious Games, combine positive properties of digital games, such as strong motivation for players and inherent learning processes, with educational methods and technologies. Adaptive algorithms allow such games to be aligned automatically to the needs of different players, thereby increasing the learning efficacy. However, educational games are among the most complex game production endeavors, since they are often faced with small budget on the one hand and special requirements with impacts on all aspects of game development, from design through programming to asset production, on the other. Authoring tools have been successfully created and used in fields related to Serious Games and educational games, including e-Learning, multimedia, interactive storytelling and entertainment games. These tools incorporate parts of the production workflows in their respective areas and allow all authors, including non-programmers, to create applications. While it appears beneficial to create authoring tools for educational games, we find that authoring tools for educational games have to account for the higher complexity and interactivity of games compared to other forms of multimedia and that they have not been researched thoroughly in the past. These challenges are addressed in this thesis by presenting a concept for an authoring tool for adaptive educational single-player games that accounts for the specifics of educational game development. Major results are an educational game description model, concepts for adaptive control of educational games and author support mechanisms specifically for adaptive educational game authoring. These concepts are implemented in the authoring tool "StoryTec", which is validated in the course of a set of evaluation studies. The novel features of StoryTec include the specific support for adaptive educational games, a concept for structural and interaction templates shown to increase the efficiency and effectiveness of the authoring tool, as well as the support for collaborative work. It builds the foundation for a number of current and future research and development projects, including the extension towards authoring of multiplayer games, and is tested and used by over 120 members of an open community

    Fort Vancouver Mobile

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    Mobile phones have become ubiquitous yet remain untapped as a storytelling medium. They offer the power of media, text, audio, video, animation, in a fully personalized format. Through GPS technology these devices even can locate a user and share, on the precise spot, data tailored just for that user's particular interest. Users then can add written responses, video or sound about a site or event. The implications for such authoring precision, audience awareness and interactivity pose exciting challenges to the team creating the Fort Vancouver Mobile project, a storytelling environment accessible via smart phones that tells the history of the Fort Vancouver National Historic Site. Phase I, just completed, comprises apps for the iPhone and Android and a story module focusing on Hawaiians who lived and worked at the site in the mid 1800s. Phase II, the focus on this proposal, seeks $50,000 to create modules focusing on gender issues at the site that have, heretofore, gone unexamined

    Exploring expressive augmented reality: The fing AR puppet system for social pretend play

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    We present “FingAR Puppet”, an Augmented Reality (AR) system enhancing social pretend play by young children. Un-like goal-oriented AR systems that augment reality with in-formative instructions, FingAR Puppet helps children asso-ciate expressive interpretations with immediate reality. Em-pirical results show that FingAR Puppet promotes reasoning about emotional states, communication and divergent think-ing during social pretend play for children 4-6 years old. We suggest that this study opens an interesting space for future AR systems to support complex cognitive and social devel-opment in early childhood. We also identify broader implica-tions from using theories of cognitive development to guide the design of tangible and augmented interactions
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