4,449 research outputs found

    Interactive Digital Narratives. Counter-Hegemonic Narratives and Expression of Identity

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    INTERACTIVE DIGITAL NARRATIVES Counter-Hegemonic Narratives and Expression of Identit

    Quantitative Characteristics of Human-Written Short Stories as a Metric for Automated Storytelling

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    Evaluating the extent to which computer-produced stories are structured like human-invented narratives can be an important component of the quality of a story plot. In this paper, we report on an empirical experiment in which human subjects have invented short plots in a constrained scenario. The stories were annotated according to features commonly found in existing automatic story generators. The annotation was designed to measure the proportion and relations of story components that should be used in automatic computational systems for matching human behaviour. Results suggest that there are relatively common patterns that can be used as input data for identifying similarity to human-invented stories in automatic storytelling systems. The found patterns are in line with narratological models, and the results provide numerical quantification and layout of story components. The proposed method of story analysis is tested over two additional sources, the ROCStories corpus and stories generated by automated storytellers, to illustrate the valuable insights that may be derived from them

    Carmen Won’t Talk to Me: Facilitating Expressive Qualities in Games Through Natural Language Interfaces and AI NPCs

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    Given the broad popularization of AI creative tools in contemporary society, this thesis explores the use of natural language interfaces by game designers as a primary gameplay mechanic to facilitate the expressive goals of the underrepresented game-maker. The creative contributions of underrepresented game-makers hold cultural significance,hence, this research strongly advocates for the democratization of game-making tools, a need further underscored by the emergence of AI development. Such democratization is crucial as it addresses the exploitation of their creative labor within AI development, which frequently disregards the languages and cultures of marginalized communities in language models. Drawing from J.L. Austin’s Speech Act Theory and Suzanne Keen’s Theory of Narrative Empathy, the research aims to provide a framework for game-makers to engage players in meaningful conversations with AI Non-Player Characters (NPCs) using large language models. The hypothesis suggests that language shapes how we perceive our relation to others, and aims to animate expressive qualities by holding players accountable for the words they use within the game. This project uses a Research-through-Design methodology which entails making a game, documenting the process and findings in a developer’s journal, and finally synthesizing results to share best practice guidelines with other game-makers. These guidelines offer suggestions for implementing a natural language interface that takes into consideration the AI language model, the game-maker, and the player. Additionally, they provide a framework for facilitating a game-maker’s expressive goals using the theories outlined in this project, and offer strategies for holding players accountable for their words by fostering meaningful actions in a game utilizing large language models. The importance of this research lies in its aim to provide tools to underrepresented game-makers, via this document and publishing online, enabling them to leverage the affordances of large language models and allowing for the creation of their own unique stories

    Tasha: A practice-based problematisation of Australian comedy cinema’s representation of gender, family and nationhood

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    Between 2007 and 2012, 140 fictional feature films were financed with the assistance of Australian film funding bodies. Of these 140 films, only 31 featured female protagonists and of these 31 films, only 8 were comedies (see Appendix B). These figures show statistically, Tasha, the creative film component of this research project, is not a typical Australian comedy film; it is the story of Tasha, an unemployed girl from Girrawheen in her early twenties, who has lost her sense of identity. As Australian films such as Little Fish¸ Candy, Jedda and Muriel’s Wedding would suggest, this is certainly not an uncommon premise in Australian national cinema. However, this is not all there is to know about Tasha; she is preoccupied, not by a love interest or by a drug addiction, but by ninjutsu, and vigilantism. This is where Tasha finds its unique approach to Australian cinema’s historic treatment of the woman-centred narrative. That said, beneath Tasha’s unconventional surface arguably lies a truly Australian comedy film. The exegesis component of this project re-interprets Bazin’s question, “Qu\u27est-ce que le cinéma?” (What is cinema?), with a theoretical framework inspired by Australian film theorist Tom O’Regan’s influential text, Australian National Cinema. The exegesis begins by looking at Australian national cinema as a whole, then narrowing the focus to Australian comedy cinema. O’Regan (1996) describes Australian cinema as a national cinema; a cinema that embodies Australian culture, society and history. The focus is on Australian comedy film texts, and their social, political and cultural contexts. Tasha, the creative film project, is what O’Regan would term a “problematisation” of Australian comedy cinema. The key argument of this project is that Australian national comedy films are uniquely Australian, cinematic explorations of individual identity, socio-cultural identity, landscape and family. Australia laughs about what it knows best, these four narrative and aesthetic preoccupations being central to Australian socio-cultural values and attitudes, to understanding the concept of Australianness. Australian comedy cinema is a problematic genre unto itself. The theoretical component of this project is a profile of Australian comedy cinema’s homogenised representation of Australianness. Tasha is then presented as an alternative. This investigation aims to both improve, and demonstrate an understanding of Australian comedy cinema as a problematisation of gender, culture, landscape, family and identity. Tasha responds to the research question, “What is Australian comedy cinema?” by revealing that even an Australian action comedy with exciting stunts and fight scenes, is still a story of an individual’s sense of identity, family, and place. Such stories are arguably the hallmark of Australian comedy cinema; this carries a uniquely Australian sense of quirkiness. It remains the domain of the underdog: the battlers, larrikins, and of course the ockers. It still carries the same messages; never forget who you are, who your friends and family are, or where you came from. Despite its unconventional narrative, subject matter, soundtrack and aesthetics, Tasha proves to be no exception; it is still easily identified as a truly Australian comedy film

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    Cognitive Grammar in Contemporary Fiction

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    This book proposes an extension of Cognitive Grammar (Langacker 1987, 1991, 2008) towards a cognitive discourse grammar, through the unique environment that literary stylistic application offers. Drawing upon contemporary research in cognitive stylistics (Text World Theory, deixis and mind-modelling, amongst others), the volume scales up central Cognitive Grammar concepts (such as construal, grounding, the reference point model and action chains) in order to explore the attenuation of experience – and how it is simulated – in literary reading. In particular, it considers a range of contemporary texts by Neil Gaiman, Jennifer Egan, Jonathan Safran Foer, Ian McEwan and Paul Auster. This application builds upon previous work that adopts Cognitive Grammar for literary analysis and provides the first extended account of Cognitive Grammar in contemporary fiction

    Lecture Notes on Interactive Storytelling

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    These lecture notes collect the material used in the advanced course 'Interactive Storytelling' organized biannually at the Department of Future Technologies, University of Turku, Finland. Its aim is to present the key concepts behind interactive digital storytelling (IDS) as well as to review proposed and existing IDS systems. The course focuses on the four partakers of IDS: the platform, the designer, the interactor, and the storyworld. When constructing a platform, the problem is to select an appropriate approach from tightly controlled to emergent storytelling. On this platform, the designer is then responsible for creating the content (e.g., characters, props, scenes and events) for the storyworld, which is then experienced and influenced by the interactor. The structure and relationships between these partakers is explained from a theoretical perspective as well as using existing IDS systems as examples.</p
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